• New Horizons on Maelstrom
    Maelstrom New Horizons


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Mod Release SD:TEHO 1.7.0 : Cheat menu v1.3 / Skill and SPECIAL uncap v1.0

sry
Hello and thanks for the mod, love it.
But I am not good at editing the files my self. I have noticed that "Tichingitu doset uses enc_officer_dialog.c so it wont work with him" But I got your fix So all good with him.
Then I did the Dutch Gambit for the secrect Org. And got Gaston/Hercule Tonzag. And got the same issue.

So my question is, do you have a fix for him also or can you make one? I have tried some myself.. but did not manage. I also tried looking into your "Hot to fix: Tichingitu"
Maybe you already have but I cannot seem to find it.

Thanks again for the mod and look forward to an answer from anyone that may have a solution.
Sry i didnt replay sooner, somehow my mail decided to put messeges from pirates ahoy into my spam folder, dont know how that happened....
I will look into it and upload the edited files here and in patch section on mega..

Here is the OCM 2 for Tonzag/Hercule
Unzip, past PROGRAM file into ur SDTEHO game file (not tested shuld work, pls report any bugs)

EDIT: new version of OCM 2 is up for download in main files its standart OCM 2 + HWIC officers, no patches needed and perks are fixed TY Remi Pedersen
 
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As most in game officers use Enc_officer_dialog.c file hired nod and my own custom and/ or in cheat menu build in officers aswell use same file and nod didnt rly spend time to check every officer in game. However now i wanted to patch all the quests officers that use own dialog files and add them into the main files, but i didnt done that:p

If someone likes/wants to use OCM2 and/or OCM with officers that are not included, per demand i can patch officer in question and upload the file

current quest officers that dosent use Enc_officer_dialog.c that where requested and/or i noticed and the OCM 2 is add to thair dialog:
Tichingitu
Hercules Tonzag
Charlie Knippel
Longway

the patches for them are for download in Patches section theres a link for MEGA.nz and descriptions of the files, Tichingitu i will never include into the main files as thers out there a way better mod for him created by @DavyJack
as for Hercules the OCM 2 can be downloaded only for him or as a pack for all 3 HWIC officers

So yes if OCM 2 dosent work with a vanilla officer due to any reason, mention it in threat and i will try to upload a patch asap
Report any bugs in my mods pls

EDIT: so the patches got removed where buggy aswell as for a long time the main OCM 2, do to the awsome feedback on my mods never knew bout that, but finaly someone noticed it.
Fixes are on the way, OCM 2 is allready fixed with the missing officers, as to OCM currently removed it from main files it can still be downloaded as an ol version, once i merge the HWIC officers with OCM i will reupload the version as main files in Attached files.
 
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Ah! So quick to answer Perfect! :D
Your MOD has gotten me into trying abit myself. As my main problem is that I do not know how to "start" or Russian.. but you did that for me. So now I can edit some myself.
Been adding more officers etc as I am a roleplay "whore" so I need my guys to have looks and not just skills.
More or less just trail and error progress.. so sometimes I learn alot and others time I just make a mess.. lol
But I always have backups so I can restore and continue.

Looks like the Hercule fix works.

Giving perks looks to be broken to me, I think its broken more than on this fix unless you have fixed it :p Looks like its the same issues every time tho.

"You must learn something usefull"
case "npctraining2a": and case "npctraining2b" broken

Personal perk = player
pchar.perks.FreePoints_self = sti(npchar.perks.FreePoints_self) + 3;
Should be: npchar.perks.FreePoints_self = sti(npchar.perks.FreePoints_self) + 3;

Ship perk = non
pchar.perks.FreePoints_ship = sti(npchar.perks.FreePoints_ship) + 5;
Should be: npchar.perks.FreePoints_ship = sti(npchar.perks.FreePoints_ship) + 5;

NPCHAR not PCCHAR

Looks like the powerleveling is working on Hercule, but my other officers does not "never has" I will look into his code and look at theirs to see the missing link. "I cannot reroll specials on them etc"
Other than that just done some adjustments to text and amounts. As 5000 Rum.. kinda "sank me" lol. And 3000 planks or sail cloth.. did the same. (Good thing it overflows to the other ship in the fleet hehe, but I rarly have my flagship overloaded.)

I do not mean to sound like I know what I am talking about, as I said I just try and fail. If it works it works.
But after adding N to the PCHAR he got perks. Same as some other officers. (Was fooling around with this the other day so remembered the issue)

But again thanks alot you have made me play the game for about 110 more hours now. (And that was more or less before I started to edit it.. so now whom knows..) (For those that wanna know I have about 300 hours of SDTEHO.)

I do not know how much work it is for you to make a patch for Charlie and Longway. (I am not gonna need it this play tro, but I would not say, no thank you while you are asking :p :) )

PS:Need to show of what I have managed to cluster fook together tho hehe.
SDTEHO Nations Officers.JPG
 

Attachments

  • Only way I can keep track.JPG
    Only way I can keep track.JPG
    235.9 KB · Views: 327
Ah! So quick to answer Perfect! :D
Your MOD has gotten me into trying abit myself. As my main problem is that I do not know how to "start" or Russian.. but you did that for me. So now I can edit some myself.
Been adding more officers etc as I am a roleplay "whore" so I need my guys to have looks and not just skills.
More or less just trail and error progress.. so sometimes I learn alot and others time I just make a mess.. lol
But I always have backups so I can restore and continue.

Looks like the Hercule fix works.

Giving perks looks to be broken to me, I think its broken more than on this fix unless you have fixed it :p Looks like its the same issues every time tho.

"You must learn something usefull"
case "npctraining2a": and case "npctraining2b" broken

Personal perk = player
pchar.perks.FreePoints_self = sti(npchar.perks.FreePoints_self) + 3;
Should be: npchar.perks.FreePoints_self = sti(npchar.perks.FreePoints_self) + 3;

Ship perk = non
pchar.perks.FreePoints_ship = sti(npchar.perks.FreePoints_ship) + 5;
Should be: npchar.perks.FreePoints_ship = sti(npchar.perks.FreePoints_ship) + 5;

NPCHAR not PCCHAR

Looks like the powerleveling is working on Hercule, but my other officers does not "never has" I will look into his code and look at theirs to see the missing link. "I cannot reroll specials on them etc"
Other than that just done some adjustments to text and amounts. As 5000 Rum.. kinda "sank me" lol. And 3000 planks or sail cloth.. did the same. (Good thing it overflows to the other ship in the fleet hehe, but I rarly have my flagship overloaded.)

I do not mean to sound like I know what I am talking about, as I said I just try and fail. If it works it works.
But after adding N to the PCHAR he got perks. Same as some other officers. (Was fooling around with this the other day so remembered the issue)

But again thanks alot you have made me play the game for about 110 more hours now. (And that was more or less before I started to edit it.. so now whom knows..) (For those that wanna know I have about 300 hours of SDTEHO.)

I do not know how much work it is for you to make a patch for Charlie and Longway. (I am not gonna need it this play tro, but I would not say, no thank you while you are asking :p :) )

PS:Need to show of what I have managed to cluster fook together tho hehe.
View attachment 38090
TYVM
 

I hope you don't feel I nag on you now haha..

After looking into the problems with Officers vs Hercule and more I found some issues.


First: Perks Officers:
case "npctraining2a":
Log_Info("Officer gained 3 personal perks.");
PlaySound("interface\important_item.wav");
DialogExit();
npchar.perks.FreePoints_self = sti(npchar.perks.FreePoints_self) 3; <----- Was missing the pluss (+) "so no poitiv or negativ value"
Fix: npchar.perks.FreePoints_self = sti(npchar.perks.FreePoints_self) + 3;



Secound: Power traning on Officers:

link.l3 = "You need some power training...";
link.l3.go = "npctraining3";
link.l19 = "Ah... forget it...";

link.l3.go = "npctraining3" is missing C at end. "So broken path" You need to exit game or reload to get out of it.

FIX: link.l3.go = "npctraining3c"


Third: Adding Cannons:
Also a simular issues with cannons when you add culverine x 20 (I think it was I already fixed them and edited some)
I think the issues was a lack of + or so there to.
Supplies.JPG
cannons.JPG



Fourth: No a issues just a question:
Is it possible to get sails fixed with quick fix?
Currently it only fix hull.
Like 37000HP (which I lowered to 15000, then I noticed that it goes back to default when you enter combat haha.. bah)



I will keep posting issues I find and my fixes if I manage.
Not a problem related question. on sails you have alot of colours etc. But not striped kinds. Any way to get those? (a) :)
Again thanks for your work, this is not ment as negativ feedback. Also I should not have fucked up stuff.. but again I might have so. If report a non existing problem I am sorry. :p:)
 
distance lines should been in default of the game without mod because some time you want tank for ur boarder use trombone to keep them from dangerous enermy or run the fk away to lure enermy runing around, i post the line so you can add it to ur mod if u want to

about yoko, you can just copy and rename an existed mush model like "eng_mush" (for eng soldier with musket) to yoko_mush and it will work fine only officer will change model every time they equip an musket, but it is a low price to make a line of musket in your fighting squad with 4 musket, it was very satistfy when start a fight thou

you should keep the able to use musket line, i have wanted orther boarder can hold musket since i start to play, i replace model tichingu with orther npc can hold musket so he fine, real problem is Deluc, real Mary (i have fond for her, she is cute), real Rumba, and all Quest NPC their cant equip a musket make me sad. i try stay vanila, hard gain real earn, real Quest npc is more value than OP npc i spam when ever i want

=>>>i trying to modify your Enc_Officer_dialog so i can set npc CanTakeMushket = true through dialog, heck i just start learn modding this game...to day, i dont know the code, maybe have to do it manualy if i know where the file of those Quest NPC


deluc remodel to fox but cant hold a musket ...."tichingu" now handsome as hell





Hello I have also been looking into this. did you find any okay solution to make Red coats use muskets without vanishing? (or anyone..I got not get why there is a limit on that when its a perk they can learn.. wierd..)
I tried to read what you said.. but I am to dumb to get it.

"i replace model "Maskog_mush" with "Fox" when using "Maskog" FaceId for "FOX" and result is officer FOX do show up but hold invisible musket still better than nothing

So i take a idear copy model "eng_mush_1" rename it to "Fox_mush" every time i equip my "FOX" officer he turn to a british musketeer model and tell my self i can live with this

problem is now how to set my quest officer with "sld.CanTakeMushket = true"

also need edit Enc_Officer_dialog so all officer could have dialog distance like Tichingitu when use musket after case "stay_follow":"


"Can you try to explain it to me like I am 3? "
Lack of officer portrait and vanshing when equip muskets.
If you found a okay work around. :) Thanks alot and look forward to your reply.

Okay so after trying around for about 1 hour I managed xD hahaha.. thanks to you tho.

Managed to get French Musketeers :D Now I need to work on the rest of the Nations.
Face/Profile
RiflemanProfile.JPG

Without Gun
Withoutgun.JPG

With Gun
withgun.JPG



Thanks your ideas worked nice.

I do not know if you edited away

case "Maskog" : rCharacter.FaceId = 205; break; // Тиничгиту
case "Maskog_mush" : rCharacter.FaceId = 205; break; // Тиничгиту - модель мушкетера
Or just made a clone/copy

case "mushketer_1": rCharacter.FaceId = 80; break;
case "mush_fra_1_x": rCharacter.FaceId = 80; break;
case "mush_fra_1_x_mush": rCharacter.FaceId = 80; break;

I just copied one and replaced. I might swap for a "cooler" one but I am so far happy.
No Indian swaping into a Musketeer hahaha

Sea Dogs To Each His Own\RESOURCE\MODELS\Characters
Also copied and renamed: mush_fra_1.gm (this one I left alone)
From: Maskog.gm Into: mush_fra_1_x.gm
From: Maskog_mush.gm Into: mush_fra_1_x_mush.gm

So in theory you can copy this method around.. but I am yet to do that so might not work that smooth as I think.

Just edit the X around to what you want and copy folders in Characters. together with coping the face IDs.
You already made and then edit the main dialog to include them.
dialoglines.JPG

I just copied one of the OP Musketeers that were in the Original mod. Swaped around stats etc.
Also found out you do not need to edit the OP musketeers you can edit anyone. So long you make the Characters in the module folder. Best way is to copy an already working char like we did.

You do not even need to enable: npchar.CanTakeMushket = false;
All I did now after this post was to make the faces and characters
Then just edit the:
npchar = GetCharacter(NPC_GenerateCharacter("Guard3", "mush_fra_1_3", "man", "man", 1, FRANCE, -1, true, "soldier"));

This is how they look now:
the3musketeers.JPG


I might be wrong and done somethings wierd or plain out dumb so anyone feel free to correct me.
But if this helps you like it did for me that is good^^

And they work in combat... like musketeers does.. Shoot and run like a headless chicken. I love it. :D
If only we could swap from Rifle to Melee or Pistol.. :p

And thanks again both the Creator and you.
 
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I hope you don't feel I nag on you now haha..

After looking into the problems with Officers vs Hercule and more I found some issues.


First: Perks Officers:
case "npctraining2a":
Log_Info("Officer gained 3 personal perks.");
PlaySound("interface\important_item.wav");
DialogExit();
npchar.perks.FreePoints_self = sti(npchar.perks.FreePoints_self) 3; <----- Was missing the pluss (+) "so no poitiv or negativ value"
Fix:
npchar.perks.FreePoints_self = sti(npchar.perks.FreePoints_self) + 3;



Secound: Power traning on Officers:

link.l3 = "You need some power training...";
link.l3.go = "npctraining3";
link.l19 = "Ah... forget it...";

link.l3.go = "npctraining3" is missing C at end. "So broken path" You need to exit game or reload to get out of it.

FIX: link.l3.go = "npctraining3c"


Third: Adding Cannons:
Also a simular issues with cannons when you add culverine x 20 (I think it was I already fixed them and edited some)
I think the issues was a lack of + or so there to.
View attachment 38093 View attachment 38094


Fourth: No a issues just a question:
Is it possible to get sails fixed with quick fix?
Currently it only fix hull.
Like 37000HP (which I lowered to 15000, then I noticed that it goes back to default when you enter combat haha.. bah)



I will keep posting issues I find and my fixes if I manage.
Not a problem related question. on sails you have alot of colours etc. But not striped kinds. Any way to get those? (a) :)
Again thanks for your work, this is not ment as negativ feedback. Also I should not have fucked up stuff.. but again I might have so. If report a non existing problem I am sorry. :p:)
HI, i dont play SDTEHO now for a longer time, and wen i was playing i didnt used the public mods so idk if there are any bugs, to mod testing i only check if its at all works 1-5 cheats at randome and i upload it mostly.
Almost noone bothers to post that there are some issues so i assume thay working...

So TYVM that u did taken the time and listed some issues with them, i will check all 4 mods for those issues...

To sails its thad more difficult to quick fix them.... i currently dont add any new content to my mods, will only fix them if nessesery

EDIT: so in OCM 2 v1.2.0 didnt found any wrong entrys, and tested it in game on custom officer all cheats worked as intended to.... didnt tested immortality tho
Will look into OCM and TOL's now, that may take some time, however OCM 2 v1.2.0 looks clean and works, i will only upload new files into the opening post of this thread...

Report always any bugs/suspicions of a bug or anything wired with my mods. TY
 
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HI, i dont play SDTEHO now for a longer time, and wen i was playing i didnt used the public mods so idk if there are any bugs, to mod testing i only check if its at all works 1-5 cheats at randome and i upload it mostly.
Almost noone bothers to post that there are some issues so i assume thay working...

So TYVM that u did taken the time and listed some issues with them, i will check all 4 mods for those issues...

To sails its thad more difficult to quick fix them.... i currently dont add any new content to my mods, will only fix them if nessesery


Oh I thought you were active:8q 10/10 work then as you keep giving feedback and updates. Cudos to you! :bow:cheers


I know how it can be with Mods..:walkplank I have been modding before.. but again this was abit tricky.
And my daily work is bug testing programs. :type1
Soo.. it felt nautral to give you some feedback :) And Well I like the mod alot wish I knew about it earlier.
If SDTEHO was Steam workshop supported.. I would have gotten this long ago :shrug

And I managed to get some workaround on my Rifleman squad :pirates Now they do not vanish anymore lol. How legit it is I have no clue.. I will see in time.
Made a post earlier so you can read my progress there if you want to. I tried to document my steps so others can also do it if they like :)

Now I continue my quest to get English Musketeers, Now that French are in order :)
:ship
 
Ah! So quick to answer Perfect! :D
Your MOD has gotten me into trying abit myself. As my main problem is that I do not know how to "start" or Russian.. but you did that for me. So now I can edit some myself.
Been adding more officers etc as I am a roleplay "whore" so I need my guys to have looks and not just skills.
More or less just trail and error progress.. so sometimes I learn alot and others time I just make a mess.. lol
But I always have backups so I can restore and continue.

Looks like the Hercule fix works.

Giving perks looks to be broken to me, I think its broken more than on this fix unless you have fixed it :p Looks like its the same issues every time tho.

"You must learn something usefull"
case "npctraining2a": and case "npctraining2b" broken

Personal perk = player
pchar.perks.FreePoints_self = sti(npchar.perks.FreePoints_self) + 3;
Should be: npchar.perks.FreePoints_self = sti(npchar.perks.FreePoints_self) + 3;

Ship perk = non
pchar.perks.FreePoints_ship = sti(npchar.perks.FreePoints_ship) + 5;
Should be: npchar.perks.FreePoints_ship = sti(npchar.perks.FreePoints_ship) + 5;

NPCHAR not PCCHAR

Looks like the powerleveling is working on Hercule, but my other officers does not "never has" I will look into his code and look at theirs to see the missing link. "I cannot reroll specials on them etc"
Other than that just done some adjustments to text and amounts. As 5000 Rum.. kinda "sank me" lol. And 3000 planks or sail cloth.. did the same. (Good thing it overflows to the other ship in the fleet hehe, but I rarly have my flagship overloaded.)

I do not mean to sound like I know what I am talking about, as I said I just try and fail. If it works it works.
But after adding N to the PCHAR he got perks. Same as some other officers. (Was fooling around with this the other day so remembered the issue)

But again thanks alot you have made me play the game for about 110 more hours now. (And that was more or less before I started to edit it.. so now whom knows..) (For those that wanna know I have about 300 hours of SDTEHO.)

I do not know how much work it is for you to make a patch for Charlie and Longway. (I am not gonna need it this play tro, but I would not say, no thank you while you are asking :p :) )

PS:Need to show of what I have managed to cluster fook together tho hehe.
View attachment 38090

I did noticed that in the pic all ur officers has french names, if u like ur officers to be more acurrate like Spain officers with spain names u only need to change in this line:
npchar = GetCharacter(NPC_GenerateCharacter("####", "######", "man", "man", 1, FRANCE, -1, true, "soldier"));
the "FRANCE" to "SPAIN" for example if u are using rnd name or to player faction but then u need always swap ur flag to match the orgin the officer be4 summonig an officer. Its same as with rnd ship name or summonig ships, game checks ur flag (nation u currently pretend to be and picks a name from that tabel) as ur ship is always player faction, with npcs u can tag them on creation
Dont worry if thay are not taged as France thay will be still loyal officers, its only to say the game the orgins of the officer, u can also tag them as PIRATES it will mostly only affect the name if u are using rnd naming.
My officers are mostly taged as french cuz i only use french officers and sometimes pirate ones but its not offten

As to the mush thing, when i played im using my angels never wanted to have musketter with me, i did at some point add few officers into my mod that support muskets.
But this is as far as i go with the musketters.

TY for the feedback on my mods
pls report any bugs

EDIT: well the officer orgin will not only affect the name but aswell thair loyalty increas and decreas. for example a officer taged as ENGLAND will be not to happy if u will constantly attack english ship but will be happy if u will trash dutch or spain. But if u set ur officers to MAX loyalty and/or Dont Go = true then i dosent matter and only the name will be affected
 
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I did noticed that in the pic all ur officers has french names, if u like ur officers to be more acurrate like Spain officers with spain names u only need to change in this line:
npchar = GetCharacter(NPC_GenerateCharacter("####", "######", "man", "man", 1, FRANCE, -1, true, "soldier"));
the "FRANCE" to "SPAIN" for example if u are using rnd name or to player faction but then u need always swap ur flag to match the orgin the officer be4 summonig an officer. Its same as with rnd ship name or summonig ships, game checks ur flag (nation u currently pretend to be and picks a name from that tabel) as ur ship is always player faction, with npcs u can tag them on creation
Dont worry if thay are not taged as France thay will be still loyal officers, its only to say the game the orgins of the officer, u can also tag them as PIRATES it will mostly only affect the name if u are using rnd naming.
My officers are mostly taged as french cuz i only use french officers and sometimes pirate ones but its not offten

As to the mush thing, when i played im using my angels never wanted to have musketter with me, i did at some point add few officers into my mod that support muskets.
But this is as far as i go with the musketters.

TY for the feedback on my mods
pls report any bugs

EDIT: well the officer orgin will not only affect the name but aswell thair loyalty increas and decreas. for example a officer taged as ENGLAND will be not to happy if u will constantly attack english ship but will be happy if u will trash dutch or spain. But if u set ur officers to MAX loyalty and/or Dont Go = true then i dosent matter and only the name will be affected

To the Edit:
Yeah I figured and one of the reasons I wanna do it. makes it "not wise" to mix and match :D
If half are Spanish and Half are English haha..

About the MAX loyalty I will look into. I think they are "max and dont go right now.
Which I should change. Thanks ALOT for that feed back :checklist:doff

:readThanks :cheers
I have already started doing that as I noticed it hehe.. I made France first and just cloned it x3 and replace stuff with correct nations :)
I made 6 Soldiers per nation + 6 Officers per nation.(or did some edits to yours and added a few more) and I have 1/2 captains and 2 free slots..
I do not know what to add haha.. Mostlikly Females I guess.
dialogenglishcrew.JPG
dialogenglishcrew2.JPG
Plan is not to use everyone from everynation at the same time.. but if I want to I am currently working on making each and everyone have a
"some what matching" face/profile. And no "duplicats" They may colide with Quest NPCs Faces etc for a short while. but not when added manuely.
Which at the moment is going okay ish.

I need to rework the French unit tho, I a "better" way to do it while doing it lol.
Quite happy with the progress of to day. :treasure: And they all can use muskets:guns: Not that they will use them all the time.. but they can! :bounce
theboiswithguns.JPG
 
To the Edit:
Yeah I figured and one of the reasons I wanna do it. makes it "not wise" to mix and match :D
If half are Spanish and Half are English haha..

About the MAX loyalty I will look into. I think they are "max and dont go right now.
Which I should change. Thanks ALOT for that feed back :checklist:doff

:readThanks :cheers
I have already started doing that as I noticed it hehe.. I made France first and just cloned it x3 and replace stuff with correct nations :)
I made 6 Soldiers per nation + 6 Officers per nation.(or did some edits to yours and added a few more) and I have 1/2 captains and 2 free slots..
I do not know what to add haha.. Mostlikly Females I guess.
View attachment 38105
View attachment 38106
Plan is not to use everyone from everynation at the same time.. but if I want to I am currently working on making each and everyone have a
"some what matching" face/profile. And no "duplicats" They may colide with Quest NPCs Faces etc for a short while. but not when added manuely.
Which at the moment is going okay ish.

I need to rework the French unit tho, I a "better" way to do it while doing it lol.
Quite happy with the progress of to day. :treasure: And they all can use muskets:guns: Not that they will use them all the time.. but they can! :bounce
View attachment 38107
U may aswell like to use the command move to player group, so the officer will be created with right nation and then moved to ur faction wchch will make him unpatriotic, he wont care if he will need to fight kinsman or enemys
 
This is hard man.. I haven't been this addicted to modding in a long time.. Last time I made Mods was for Bannerlord.. haha :rumgone

Now I work on Politics :bounce As I want the crew to match the nation you roleplay if you want to. But also without a "seal from the king"
(Not sure how much that will impact or effect anything tho.. might be point less.)
Politics.JPG

Worked as a charm to swap units and the Seal to correct nations.

Englishcrew.JPG


Thanks again, you mod has made me able to fix SO many "issues" I was getting annoyed from :cheers

Time to continue the journey.. What do I find out next lol
:ship
 
I hope you don't feel I nag on you now haha..

After looking into the problems with Officers vs Hercule and more I found some issues.


First: Perks Officers:
case "npctraining2a":
Log_Info("Officer gained 3 personal perks.");
PlaySound("interface\important_item.wav");
DialogExit();
npchar.perks.FreePoints_self = sti(npchar.perks.FreePoints_self) 3; <----- Was missing the pluss (+) "so no poitiv or negativ value"
Fix:
npchar.perks.FreePoints_self = sti(npchar.perks.FreePoints_self) + 3;



Secound: Power traning on Officers:

link.l3 = "You need some power training...";
link.l3.go = "npctraining3";
link.l19 = "Ah... forget it...";

link.l3.go = "npctraining3" is missing C at end. "So broken path" You need to exit game or reload to get out of it.

FIX: link.l3.go = "npctraining3c"


Third: Adding Cannons:
Also a simular issues with cannons when you add culverine x 20 (I think it was I already fixed them and edited some)
I think the issues was a lack of + or so there to.
View attachment 38093 View attachment 38094


Fourth: No a issues just a question:
Is it possible to get sails fixed with quick fix?
Currently it only fix hull.
Like 37000HP (which I lowered to 15000, then I noticed that it goes back to default when you enter combat haha.. bah)



I will keep posting issues I find and my fixes if I manage.
Not a problem related question. on sails you have alot of colours etc. But not striped kinds. Any way to get those? (a) :)
Again thanks for your work, this is not ment as negativ feedback. Also I should not have fucked up stuff.. but again I might have so. If report a non existing problem I am sorry. :p:)

Culdnt put at first the finger on it what u mean with this:
Secound: Power traning on Officers:
link.l3 = "You need some power training...";
link.l3.go = "npctraining3";
link.l19 = "Ah... forget it...";

link.l3.go = "npctraining3" is missing C at end. "So broken path" You need to exit game or reload to get out of it.

FIX: link.l3.go = "npctraining3c"

as when i checked the file it was like intendet i assume u refer to this section/menu:
Code:
        case "npctraining":
            dialog.text = "What do you mean captain?";
            link.l1 = "You must sharpen your skills...";
            link.l1.go = "npctraining1";
            link.l2 = "You must learn something usefull...";
            link.l2.go = "npctraining2";
            link.l3 = "You need some power training...";
            link.l3.go = "npctraining3";
            link.l19 = "Ah... forget it...";
            link.l19.go = "Exit";
        break
it dosent link to reroll stats but to a menu where u can turn on/off immortality for companion and select another menu wchich is then reroll stats:
Code:
        case "npctraining3":
            dialog.text = "What kind of power training?";
            link.l1 = "You are to squishy";
            link.l1.go = "npctraining3a";
            link.l2 = "You are to sturdy";
            link.l2.go = "npctraining3b";
            link.l3 = "Your stats are ...";
            link.l3.go = "npctraining3c";
            link.l19 = "Ah... forget it...";
            link.l19.go = "Exit";
        break;
in this menu u then got this link.l3.go = "npctraining3c"; wchich then leads to:
Code:
        case "npctraining3c":
            dialog.text = "What is with my stats?";
            link.l2 = "Reroll your SPECIAL 6 + rnd 4";
            link.l2.go = "npctraining3c2";
            link.l3 = "Reroll your SPECIAL 7 + rnd 3 ";
            link.l3.go = "npctraining3c3";
            link.l4 = "Reroll your SPECIAL 8 + rnd 2";
            link.l4.go = "npctraining3c4";
            link.l5 = "Reroll your SPECIAL 9 + rnd 1 ";
            link.l5.go = "npctraining3c5";
            link.l6 = "Max your SPECIAL";
            link.l6.go = "npctraining3c6";
            link.l19 = "Ah... forget it...";
            link.l19.go = "Exit";
        break;
if like u sayed u would add in the 1st menu the C behind this one:
Code:
link.l3 = "You need some power training...";
link.l3.go = "npctraining3c";    <--- like this
then it will skip the "What kind of power training?" menu and go straight to "What is with my stats?"

all the code lines taken from the intructions as how to manually add ocm 2 into other files, for reference link Officer cheat menu v2.1 / Think out loud cheat menu v1.5 (TOL 2 v1.4 / OCM 2 v1.2 / NSR)

Thank you for reporting a posible issue, in OCM 2 v1.2.0 its as intendet did tested it the other day, mayby i missing something thats always a posibillity but i think its ok

The missing + in 1 of the lines didnt found any that miss it on all 5 files and in the post earlier mentioned for reference,
The missing n on begging of 2 lines i missed those well in most mods, in OCM v2.1.0 there was even worse. TYVM for that one:)

Report always any bugs issues or suspicions on an issue

EDIT: didnt checked OCM v2.1.1 for that bad link, the mod is missing an entire section of menu, sry for that will fix it asap was runing tests on OCM 2 and there everything was fine now, but after i write this post it started to bug me where could be the issue with it if its fine, then it struck me mayby its the other mod, so TYVM for bringing it to my attention
 
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oi!
After looking tro my Enc_Officer_dialog
I do not have:


case "npctraining3":
dialog.text = "What kind of power training?";
link.l1 = "You are to squishy";
link.l1.go = "npctraining3a";
link.l2 = "You are to sturdy";
link.l2.go = "npctraining3b";
link.l3 = "Your stats are ...";
link.l3.go = "npctraining3c";
link.l19 = "Ah... forget it...";
link.l19.go = "Exit";
break;

:shock you tell me there is more? I thougth it was only for the "quest" followers. I noticed I was there when talking to them.

I guess this is the reason I thougth it was missing a C but it was missing so much more hahaha
My C correctiong was wrong, but correct due to me not having the rest.

You were correct I did edit something which "was" correct.

case "npctraining":
dialog.text = "What do you mean captain?";
link.l1 = "You must sharpen your skills...";
link.l1.go = "npctraining1";
link.l2 = "You must learn something usefull...";
link.l2.go = "npctraining2";
link.l3 = "You need some power training...";
link.l3.go = "npctraining3c";
link.l19 = "Ah... forget it...";
link.l19.go = "Exit";
break;


But I lack:
case "npctraining3":
case "npctraining3a":
case "npctraining3b"::8q


But I guess I can get that from the Quest Dialogs
*looks* :read
Yes I can.
__________________________________________________________________________________
case "npctraining3":
dialog.text = "What kind of power training?";
link.l1 = "You are to squishy";
link.l1.go = "npctraining3a";
link.l2 = "You are to sturdy";
link.l2.go = "npctraining3b";
link.l3 = "Your stats are ...";
link.l3.go = "npctraining3c";
link.l19 = "Ah... forget it...";
link.l19.go = "Exit";
break;
case "npctraining3a":
Log_Info("Officer become immortal.");
PlaySound("interface\important_item.wav");
DialogExit();
LAi_SetImmortal(npchar, true);
break;
case "npctraining3b":
Log_Info("Officer become mortal.");
PlaySound("interface\important_item.wav");
DialogExit();
LAi_SetImmortal(npchar, false);
break;

_______________________________________________________________________________________
So I can just fix it my self but I have no clue why I lack it :shrug
Also I havent done any major edits in Enc_Officer_dialog. Only Hero... and I have broken hero alot lol.. so I have backups.
My Officers have been dying a few times.. and I had to load lol.. *now they wont mohaha..* :whipa

Thanks again for your follow ups! :bow


Another non related question.
Where did you find the armors?
Example: EquipCharacterbyItem(sld, "suit4");
Where did you find suit4? Been trying to find them.. but no luck.. :type1

:ship
Best Regards Remi.
 

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I was using an outdated Enc_Officer_dialog.. I guess This page is abit confusing on what is new or not.

I have: officer cheat menu v2.1.0
New is: officer cheat menu v2.2.0

So my bad xD Looking for bugs in an outdated version.. bah. :modding

replaced the old with the new version now. Now I can make them Immortal etc :)

And I can see Knippel and Longway :D Nice work!

Thanks again!
 
I was using an outdated Enc_Officer_dialog.. I guess This page is abit confusing on what is new or not.

I have: officer cheat menu v2.1.0
New is: officer cheat menu v2.2.0

So my bad xD Looking for bugs in an outdated version.. bah. :modding

replaced the old with the new version now. Now I can make them Immortal etc :)

And I can see Knippel and Longway :D Nice work!

Thanks again!
nah the OCM v2.2.0 is only few houers old i was looking in the wrong mod be4, and there was it ok, in OCM v2.1.0 and v2.1.1 it was missing
so tehnicaly u where right that there is something wrong

didnt right got what u mean with the suit4 would need fire up the russian translator to know wchich one is it

EDIT: if u mean all the items then in initItems.c, do keep in mind that if u edit an init file always new game required that the changes take effect.
To edit stats and bonuses that gear adds to characters its done in RPGUtilite.c

EDIT 2: now that u mentioned TOL i went on to check if i find there something wrong with culverines 36 x 20, as i ealier checked in OCM the code and tested it in game was all fine, but now i noticed it hase that culv 36 x20 and culvs x100 has same link, TY will fix it and reupload new versions asap

To my mods and whats new and old in the Attache files section are the newest versions of mods that i upload, in section Changelogs/Updates/Notes: u can check in the spoilers wchich version is the latest and what was done to it
 
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Nice work man! :doff


Regarding the Armor question:
I just noticed there are "more" Main character Uniforms: French, Spanish and English. "I guess Dutch also"
But they all = the same texture. IDK if that is default the game or the mod.
I behonest I think its the game lol.

Example: 1 "English Unifrom" Menu Icon, but French Texture ingame.
{case "armor11":
Log_Info("Armor added.");
PlaySound("interface\important_item.wav");
AddItems(pchar, "suit2", 1);

Example: 2 "French uniform" Menu icon and French Texture ingame.
{case "armor9":
Log_Info("Armor added.");
PlaySound("interface\important_item.wav");
AddItems(pchar, "suit1", 1);

So I was just like huh.. why. Did they just never made diffrent textures? "I guess" :unsure

And is it this Items folder?
Sea Dogs To Each His Own\RESOURCE\MODELS\Items
Or do I miss something here, if you can link me the path I would be very happy. Unless you need to translate Russian haha. Then never mind. :)

Edit:
Or if you know a way to edit the main character looks. Or a mod that does that :p
Getting abit tierd of the default..

Like this ish:
Like this.JPG

Just found a random picture on the Steam public screenshots :p
Thanks again!:cheers
 
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Nice work man! :doff


Regarding the Armor question:
I just noticed there are "more" Main character Uniforms: French, Spanish and English. "I guess Dutch also"
But they all = the same texture. IDK if that is default the game or the mod.
I behonest I think its the game lol.

Example: 1 "English Unifrom" Menu Icon, but French Texture ingame.
{case "armor11":
Log_Info("Armor added.");
PlaySound("interface\important_item.wav");
AddItems(pchar, "suit2", 1);

Example: 2 "French uniform" Menu icon and French Texture ingame.
{case "armor9":
Log_Info("Armor added.");
PlaySound("interface\important_item.wav");
AddItems(pchar, "suit1", 1);

So I was just like huh.. why. Did they just never made diffrent textures? "I guess" :unsure

And is it this Items folder?
Sea Dogs To Each His Own\RESOURCE\MODELS\Items
Or do I miss something here, if you can link me the path I would be very happy. Unless you need to translate Russian haha. Then never mind. :)

Edit:
Or if you know a way to edit the main character looks. Or a mod that does that :p
Getting abit tierd of the default..

Like this ish:
View attachment 38116
Just found a random picture on the Steam public screenshots :p
Thanks again!:cheers
So 1st ya in game in inititems are all the charls armores from other nations but no textures in game, same like in rpgutility are 2 other main pc's but the devs never continue the work on them so the other character paths all looked

to this armor u posted i can give u a link i use it myself, however in that mode are replacers to the standarts armors and 2 replacers to the french uniform u must then manualy rename the the other uniform to the default uniform

give me a min till i find the link
EDIT: heres the link for the armor pack that im using Гавань Корсаров - Категории файлов: Новые герои - Модификация "Шарль де Мор"
heres for similar with more aps and more rough charles Гавань Корсаров - Категории файлов: Новые герои - Модификация "Шарль де Мор"

EDIT 2: my last save from game taken ss
Screenshot - 2021-01-19 , 06_03_46.png Screenshot - 2021-01-19 , 06_04_04.png
Mary was a lil bit shy on those ss's

EDIT 3: link to my ol gang, lost the sails with my ol mods, the CoA on the sails is from another mode i only made the sails... Charles Angels
 
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