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Build 14 Beta 1 + fix
I have just managed to sink the Vogelstruijs
However I now cannot moor at any port - the moor & port ( or shore ) icons do not appear :sad
I am therefore unable to report back to the Contre-Admirale
Is this the revenge of the Dutch
Hi Tailsman,
Here is what I get at this point in the game. You blast away, sail close and you wind up on your quarterdeck talking to the Spanish priest, where the hell did he come from. You tell him you need him on the wheel while you go blow up the Dutch ship. Move forward and you are facing the smuggle kill him, move forward and you are in the cago hold move to the power storage and move again to blow up the ship, then I think you wind up back on your ship.
Howver the game crashes at nearly every point here, before boarding, after killing the captain, and after blowing up so I have never actually gotten through it. How about you?
Hi Tailsman,
Here is what I get at this point in the game. You blast away, sail close and you wind up on your quarterdeck talking to the Spanish priest, where the hell did he come from. You tell him you need him on the wheel while you go blow up the Dutch ship. Move forward and you are facing the smuggle kill him, move forward and you are in the cago hold move to the power storage and move again to blow up the ship, then I think you wind up back on your ship.
Howver the game crashes at nearly every point here, before boarding, after killing the captain, and after blowing up so I have never actually gotten through it. How about you?
-That is what I get but I didn't get the crashes
Thomas has customised the boarding sequence
Attack the Vogelstruijs -sail close - automatic transfer to my deck & talk to crewmwmber ( still dressed as priest from beginning of quest - perhaps he has decided to give up piracy and try the church instead - it is the same guy who talked to you outside the town-hall.)
Boarding sequence - fight Vogelstruijs crew on deck including Capt. - go to cargo hold entrance - enter - talk to self - go to gunpowder - talk to self - watch flames - transported back to own ship & watch Vogelstruijs sink - This is where I got stuck I could sail to Port or shores but the Port or Shore and Moor icons don't appear so I cannot land anywhere and so cannot report back to the Contre-Admirale.
BTW: have you tried both ways to get to Hopital at the beginning of the quest:
1) Don't pay jailer - rescued by crew - go to church - take Spanish galleon
2) Pay jailer - escape from prison - go to jungle - take smuggler 's ship
Can you remember the code I posted to fix the mooring problems in standard Talisman? :?
If so same should work here
bQuestDisableMapEnter = false; //CTM
bQuestDisableMapEnter = false;
bQuestDisableMapEnter = true;
case "birdhunt3":
bQuestDisableMapEnter = true;
UpdateRelations();
Group_CreateGroup("Skipper1");
Group_AddCharacter("Skipper1", "Skipper1");
Group_SetGroupCommander("Skipper1", "Skipper1");
Group_SetTaskRunAway("Attack");
Group_LockTask("Skipper1");
Group_SetAddress("Skipper1", "Hispaniola", "Quest_ships", "quest_ship_6");
SetActualRMRelation("Skipper1", REL_WAR);
Sea_LoginGroupNow("Skipper1");
characters[GetCharacterIndex("Skipper")].nosurrender = 2;
SetCharacterRelationBoth(GetCharacterIndex("Skipper1"),GetMainCharacterIndex(),RELATION_ENEMY);
if(GetRMRelation(GetMainCharacter(), HOLLAND) > REL_WAR) SetRMRelation(GetMainCharacter(), HOLLAND, REL_WAR);
Character_SetAbordageEnable(characterFromID("Skipper1"), false);
Pchar.quest.birdboarding.win_condition.l1 = "Ship_HP";
Pchar.quest.birdboarding.win_condition.l1.character = "Skipper1";
Pchar.quest.birdboarding.win_condition.l1.quantity = 3500;
Pchar.quest.birdboarding.win_condition.l1.operation = "<";
Pchar.quest.birdboarding.win_condition = "birdboarding";
break;
case "birdboarding":
ChangeCharacterAddressGroup(CharacterFromID("Crewmember_Havana"), "VogelStruijs", "rld", "aloc3");
ChangeCharacterAddressGroup(CharacterFromID("Skipper"), "VogelStruijs", "rld", "loc1");
DoQuestReloadToLocation("VogelStruijs", "rld", "aloc2","birdboarding1-2");
break;
case "birdboarding1-2":
Characters[GetCharacterIndex("Crewmember_Havana")].dialog.CurrentNode = "blow_up";
LAi_SetActorType(characterFromID("Crewmember_Havana"));
LAi_ActorDialog(characterFromID("Crewmember_Havana"), pchar, "", 3.0, 1.0);
sld = LAi_CreateFantomCharacter(false, 0, true, true, 0.25, "Sailor", "rld", "aloc12");
LAi_SetHP(sld, 180.0, 180.0);
LAi_group_MoveCharacter(sld, LAI_GROUP_PLAYER);
sld = LAi_CreateFantomCharacter(false, 0, true, true, 0.25, "Sailor1", "rld", "aloc14");
LAi_SetHP(sld, 180.0, 180.0);
LAi_group_MoveCharacter(sld, LAI_GROUP_PLAYER);
sld = LAi_CreateFantomCharacter(false, 0, true, true, 0.25, "will_2", "rld", "aloc9");
LAi_SetHP(sld, 180.0, 180.0);
LAi_group_MoveCharacter(sld, LAI_GROUP_PLAYER);
sld = LAi_CreateFantomCharacter(false, 0, true, true, 0.25, "Sailor2", "rld", "aloc4");
LAi_SetHP(sld, 180.0, 180.0);
LAi_group_MoveCharacter(sld, LAI_GROUP_PLAYER);
sld = LAi_CreateFantomCharacter(false, 0, true, true, 0.25, "sailor5", "rld", "aloc5");
LAi_SetHP(sld, 180.0, 180.0);
LAi_group_MoveCharacter(sld, LAI_GROUP_PLAYER);
sld = LAi_CreateFantomCharacter(false, 0, true, true, 0.25, "Sailor16", "rld", "aloc8");
LAi_SetHP(sld, 180.0, 180.0);
LAi_group_MoveCharacter(sld, LAI_GROUP_PLAYER);
sld = LAi_CreateFantomCharacter(false, 0, true, true, 0.25, "rabWhite", "rld", "loc12");
LAi_SetHP(sld, 180.0, 180.0);
LAi_group_MoveCharacter(sld, "CREW_VOGEL");
sld = LAi_CreateFantomCharacter(false, 0, true, true, 0.25, "pirat6", "rld", "loc14");
LAi_SetHP(sld, 180.0, 180.0);
LAi_group_MoveCharacter(sld, "CREW_VOGEL");
sld = LAi_CreateFantomCharacter(false, 0, true, true, 0.25, "pirat9", "rld", "loc9");
LAi_SetHP(sld, 180.0, 180.0);
LAi_group_MoveCharacter(sld, "CREW_VOGEL");
sld = LAi_CreateFantomCharacter(false, 0, true, true, 0.25, "man6", "rld", "loc4");
LAi_SetHP(sld, 180.0, 180.0);
LAi_group_MoveCharacter(sld, "CREW_VOGEL");
sld = LAi_CreateFantomCharacter(false, 0, true, true, 0.25, "man1_2", "rld", "loc5");
LAi_SetHP(sld, 180.0, 180.0);
LAi_group_MoveCharacter(sld, "CREW_VOGEL");
sld = LAi_CreateFantomCharacter(false, 0, true, true, 0.25, "fatman", "rld", "loc8");
LAi_SetHP(sld, 180.0, 180.0);
LAi_group_MoveCharacter(sld, "CREW_VOGEL");
LAi_group_FightGroups("CREW_VOGEL", LAI_GROUP_PLAYER, true);
LAi_group_SetCheck("CREW_VOGEL", "birdboarding3");
break;
case "birdboarding3":
LAi_SetActorType(characterFromID("Skipper"));
Characters[GetCharacterIndex("Skipper")].dialog.CurrentNode = "how";
LAi_ActorDialog(characterFromID("Skipper"), pchar, "", 10.0, 10.0);
break;
case "birdboarding4":
LAi_ActorAttack(CharacterFromID("Skipper"), Pchar, "");
pchar.quest.toadmiral.win_condition.l1 = "NPC_Death";
pchar.quest.toadmiral.win_condition.l1.character = "Skipper";
pchar.quest.toadmiral.win_condition = "birdhold";
break;
case "birdhold":
DoQuestReloadToLocation("VogelStruijs_Hold", "reload", "reload1","birdblow");
break;
case "birdblow":
LAi_SetActorType(pchar);
Pchar.dialog.filename = "LaCroix_dialog.c";
Pchar.dialog.currentnode = "blow_it";
LAi_ActorSelfDialog(Pchar, "player_back");
pchar.quest.birdblow2.win_condition.l1 = "locator";
pchar.quest.birdblow2.win_condition.l1.location = "VogelStruijs_Hold";
pchar.quest.birdblow2.win_condition.l1.locator_group = "box";
pchar.quest.birdblow2.win_condition.l1.locator = "gunpowder_1";
pchar.quest.birdblow2.win_condition = "birdblow2"
break;
case "birdblow2":
PlayStereoSound("NATURE\fireplace1.wav");
CreateParticleSystemX("fireball", -1.68, 12.04, -8.04, -1.57, 0.0, 0.0,0);
CreateParticleSystemX("cancloud", -1.68, 12.04, -8.04, -1.57, 0.0, 0.0,0);
LAi_SetActorType(pchar);
Pchar.dialog.filename = "LaCroix_dialog.c";
Pchar.dialog.currentnode = "run";
LAi_ActorSelfDialog(Pchar, "player_back");
break;
case "birdfly":
QuestToSeaLogin_PrepareLoc("Hispaniola", "reload", "reload_2", true);
QuestToSeaLogin_Launch();
DoQuestCheckDelay("birdfly2", 5.0);
break;
case "birdfly2":
SeaAI_SailToCharacter(GetCharacterIndex("Skipper1"));
Ship_Detonate(characterFromID("Skipper1"), true, true);
RestoreOfficers(pchar.id);
DoQuestCheckDelay("birdsinks", 12.0);
break;
case "birdsinks":
characters[GetCharacterindex("Skipper1")].ship.hp = 0;
AddQuestRecord("Vogelstruijs", "9");
Characters[GetCharacterIndex("Contre-Amirale")].dialog.currentnode = "weldone1";
break;
case "free_to_go":
AddMoneyToCharacter(PChar, 2500);
AddQuestRecord("Vogelstruijs", "10");
CloseQuestHeader("Vogelstruijs");
break;
}
}
Put it in case Birdboarding
Hmmm, perhaps I should add that one step. That you get a letter of marque. This is a nice closing for the quest indeed.
BTW Thanks for the compliment.
Did you try the different options on Bonaire with the skipper's wife? I am curious about that one