• New Horizons on Maelstrom
    Maelstrom New Horizons


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Some questions

Try Build 11 and see if the text size IS still large enouhg there.
I don't remember when it was all changed and I think it went back and forth a couple of times.
Might actually be in the fonts.ini file in the RESOURCE\INI folder.
 
Baste, before anything else, I'd recomand some simple tricks to make things faster and easier for you. You might have found them by yourself, but just in case.

First if you want to understand the dialog files without going back and forth between the .c and the .h file and counting the lines to find the correct one, I'd recommend using the Dialogmerge tool you can find somewhere on this forum. It can show you a merged file with all DLG_TEXT[..] replaced by the correct lines. Very usefull.

Secondly, in the Build mod your best friend is the console. You can Alt-Tab your game and write any code you want in it, ingame pressing F12 will make it run.
This didn't exist in stock PotC, so I'd suggest some kind of replacement : for example, hire Rys Bloom, give him some new dialog link that would make run a new AddDialogExitQuest("whatever");, add the case "whatever" in quests_reaction.c, and edit it whenever you need to test or correct something. End the case with Log_SetStringToLog("Magic bug fix applied!"); that line should appear ingame when you test it, or else your code was incorrect. Being an officer, Rys Bloom can follow you anywhere. You might have to turn him immortal if you don't want to loose him in a random fight.
 
Captain Maggee:

In my file that line isn't there, so I tried adding it, but still it didn't work. I don't understand it.

Pieter Boelen:

I think you misunderstood me. With
Well, unless someone can point to where, I guess I have to look around and try find it myself. :p
I was referring to
You CAN increase the text size in the Build, yes, though I don't recall in which file.
It IS in there somewhere though. :yes
and not where to find the download.

How did you find Build 12.1 when you tried it?

Personally I can't really imagine you wouldn't like the modifications in the Builds.
And most of the stuff you potentially REALLY wouldn't like is stuff that can be toggled on/off

seperately.
We never really removed anything good from the game, just added and added more stuff.
Well, I only looked around in Oxbay and sailed a little outside the island, so I don't really have an opinion about it yet other than that I understand you've worked a lot on it. Wanted to find a way to increase the text size first before continuing.

I guess I'll try it more later and see what I think of it. Think I'll try build mod 11 as well.

A simple virtual sailor:

Thanks for the tips. :)



About the manual here. It was interesting. Do you plan to add more to it? I have a suggestion about a thing which might be good to add: How you give new properties to items. For example, like making the bronze cross give a +1 bonus to Luck, as I saw it does in the 12.1 build mod. It would be interesting to know how to be able to make it so that it gives a +1 bonus to Luck if your reputation is "Bloke" or higher, does nothing if your reputation is "Neutral", and gives a -1 penalty to Luck if your reputation is "Rascal" or lower. Another example is making the ruby give a +1 bonus to Melee Combat. Also making it so that only one item of each kind works, so you can't get lots of an item and get a big increase to a skill. For example, you could have a bronze cross and another item that gives a +1 bonus to Luck, and thus have a total +2 bonus to Luck, but not have several bronze crosses and get a bonus from each. I guess how to make the character screen show two rows for skills, one showing the skill without items and one showing the skill with items, as it does in the 12.1 build mod, would be good to know as well and could also be added to the manual.

No one who knows about the crew on deck and the disabled menu?

Oh, and the "Musket Volley" and "Landing Party" abilities don't work at all in the stock game, right? :D
 
Are you sure? it might be that my version is US and yours is Europe or vice versa, but mine is stock that I was looking at...

As for musket volley and landing party, no they arent in stock game, I dont see why you dont at least try the mods. They really are good :shrug
 
I think you misunderstood me.
I did indeed until after I had posted, so then I posted this afterwards:
Try Build 11 and see if the text size IS still large enouhg there.
I don't remember when it was all changed and I think it went back and forth a couple of times.
Might actually be in the fonts.ini file in the RESOURCE\INI folder.
^ That should be a bit more useful, right?

About the manual here. It was interesting. Do you plan to add more to it? I have a suggestion about a thing which might be good to add: How you give new properties to items.
As far as the manual is concerned, there is a lot of things we haven't properly mentioned anywhere.
Eventually I intend to do some sort of write-up on everything.

It would be interesting to know how to be able to make it so that it gives a +1 bonus to Luck if your reputation is "Bloke" or higher, does nothing if your reputation is "Neutral", and gives a -1 penalty to Luck if your reputation is "Rascal" or lower. Another example is making the ruby give a +1 bonus to Melee Combat.
That sounds rather tricky. Should be possible, but I'm not sure if that's worth the trouble.

Also making it so that only one item of each kind works, so you can't get lots of an item and get a big increase to a skill. For example, you could have a bronze cross and another item that gives a +1 bonus to Luck, and thus have a total +2 bonus to Luck, but not have several bronze crosses and get a bonus from each.
We aready did that, though I think it's only in Build 13 or later.
One type of item will only apply it's skill bonus once
(unless otherwise defined, but that's only done with the -1 Luck Cursed Coins).
And you can't increase your skills by more than 4 points (default setting, can be tweaked)
above your actual skill value. So you can't have 1 on all skills by yourself,
but use items to bring everything to 10.

No one who knows about the crew on deck and the disabled menu?
I'm sorry... please remind me what the question was for this again? :?

I dont see why you dont at least try the mods. They really are good
Baste finds the dialog font too small.
I wonder... the dialog font size might've changed back and forth a bit between Build versions.
I'd say get Build 13 and we'll somehow figure out how to make the text larger again.
It CAN be done and I don't think it's a good enough reason to not use the Build. :razz
 
About the manual here. It was interesting. Do you plan to add more to it?

I do plan on adding at least a little more to the Tutorials and History manual, there are a few tutorials that are on the forums that I would like to add as well. I am hoping once I understand the code a lot better than I do now, I may just be able to add a few things myself. I do still plan on going through and seeing if I can help you with some of the other quests and some of the other things you were asking about. My free time is pretty scarce at the moment though, working 50+ hours a week doesn't leave me a whole lot of spare time. I haven't even had a chance to try out the Beta yet! :modding
 
I dont see why you dont at least try the mods. They really are good
Baste finds the dialog font too small.
I wonder... the dialog font size might've changed back and forth a bit between Build versions.
I'd say get Build 13 and we'll somehow figure out how to make the text larger again.
It CAN be done and I don't think it's a good enough reason to not use the Build. :razz
Let him mod his stock PotC if he wants to, and try the Builds later. He can join the build community whenever he wants, after all the apocalypse is only in 2012 - he still have a couple of years!

We all know that trying stock PotC before our Build mod is the best of all publicity. That's true for modding as well. :cheeky
 
It's been a while. I've been away.

Captain Maggee:

Yes, I put in that exact line, but it didn't work.

As for musket volley and landing party, no they arent in stock game, I dont see why you dont at least try the mods. They really are good :shrug
Well, they are in the stock game, but apparently they don't work. :p

I could try the mods for a bit, but I want to make the text in the conversations larger first.

Pieter Boelen:

Yes, that was more useful. Unfortunately, it doesn't seem to be the right file.

That sounds rather tricky. Should be possible, but I'm not sure if that's worth the trouble.
Would be interesting, but if it's too tricky it doesn't have to be done. Was just a suggestion.

I'm sorry... please remind me what the question was for this again? :?
Hehe, sure, I'll quote:
By the way, about another thing. I know that a couple of years ago when I searched for information about the game I saw some posts, probably on this forum, about enabling crew to walk around the deck even in first person view and to enable a menu that was supposed to let you choose if you wanted to play as a male or a female. I would like to know how to do this as well. For the menu, I know it won't work correctly since only the male character got finished, I only want to see it. As I remember you only needed to change some lines in some files which was relatively easy to do. Anyone who knows anything about this?

Thagarr:

I appreciate that you want to help me. You don't have to hurry, I understand that you have other things to do. :)

A simple virtual sailor:

I don't know what you mean. Are you mocking me for not wanting to use the build mods, or what do you mean? I don't know how to interpret it. :p



By the way, how can I tell which version I have? As far as I know, if it has Ubisoft's logo on it, it's the european, so I guess that's what I have, but it's in english. Are there any other differences? Apparently there are differences in the code, but other than that? Anything significant/known, about code or otherwise?
 
Finally! I had gone through most of my backups looking to see if I had some of the original files from 6 years ago, I couldn't find anything so I had gave up. However, while looking for something else( ain't that always the way! :facepalm ) I ran across some of the original build files! I even ran across a few mods that were prior to Build 1. Build 1 is the file called "POTC-Current Build.zip", this should be a lot closer to the original POTC files then any other build since.

I have uploaded these to the FTP in the directory Thagarr's Files. Here is a list of what I have found so far :

Code:
Build 9-10-03.zip           - 09/11/2003  11:13 AM   3,222,157 
Build v8.0.zip              - 10/29/2003  03:32 AM   9,227,008 
Current Build.zip -         - 10/17/2003  12:34 AM   7,609,645 
Current Build9-23-03.zip    - 09/24/2003  08:11 AM   6,533,569 
Current Build9-30-03.zip    - 10/03/2003  08:19 AM   7,110,674 
Kieron-PASails.zip          - 05/04/2004  07:59 AM   386,732 
NK - Rumours.zip            - 08/28/2003  05:00 AM   4,175 
NK-Build_Europeanpatch.zip  - 10/13/2003  11:19 AM   80,166 
POTC-Current Build.zip      - 09/13/2003  08:10 AM   2,565,722 
POTCModPatchUtils.zip       - 08/21/2003  01:23 PM   32,422 
POTCPatchFiles.zip          - 08/31/2003  08:48 AM   30,688 
potcships-v1.0.zip          - 08/16/2003  07:09 AM   1,456,605 
POTCtradechart.zip          - 08/11/2003  08:42 AM   10,762 
potc_map_1600_ed_jam_v4.zip - 04/15/2004  11:46 AM   354,470 
potc_map_2400_ed_jam_v1.zip - 04/26/2004  12:17 PM   831,298 
SharedXP-2.0r.zip           - 08/17/2003  01:08 PM   22,439 
Xebec_Barbarossa.zip        - 08/21/2003  08:03 AM   1,102,152
Kell-Mudd Sailing for Professional Scalawags.zip - 08/30/2003  07:21 AM  3,333
 
A simple virtual sailor:

I don't know what you mean. Are you mocking me for not wanting to use the build mods, or what do you mean? I don't know how to interpret it. :p
Nope, of course I'm not mocking you. I just meant I don't see anything bad at modding the stock game first for oneself, before trying Build14 and considering joining the build community. That's all. Ironic tone wasn't directed against you!


Thagarr - good find! :treas
 
Nice, Thagarr! Greatly appreciated. I have looked at some of the files and tried some of the changes. It's interesting. :)

A simple virtual sailor:

Ah, I see. All right, then. :)



I have some more questions, of which some are about the changes I tried:

I tried enabling the rapers encounter and it worked, but I found something that might not be fixed even in the build mods. The woman can get male names, which she shouldn't. How can it be changed so she can only get female names? She also has a sword, which she also shouldn't, and altough I used the fix for that she still has it. How can it be fixed so she doesn't get a sword?

A similar thing exists in the Zaid Murro quest. The bandits that come later look the same as the first ones, and have the same names, but I know this is because they are loaded from the same ID (they are the same characters). It might not be possible to fix this. As some form of solution I have changed the names of the characters to "Bandit".

Somewhere I've seen a fix for the Artois Voysey quest which supposedly fixed so that it "doesn't restart". What does this mean? I have never seen it restart. Also, is there a way to make it load the part where Artois gets shot without having to escort a merchant?

Does reputation affect anything in the game, stock or modded, other than that certain quests can only be done if you have at least a certain reputation? I know some quests can only be done if your reputation is "Matey" or higher. I guess it's the same for some of the lower reputations. Does "Hero" have any effect? "Dashing"? Any else?

I would like to change which kinds of enemies I can encounter at certain locations. I would like to face mummies in the temple, not the regular undead. If it's possible I would also like to make them so that they fight without swords, like the monkeys. While making it so that I face mummies in the temple, I still want to face regular undead (skeletons and monkeys) in the dungeons and the jungles at night. Other encounters being unchanged. I tried to fix this but it didn't work, I ended up with only fighting mummies in the temple and the dungeons, so apparently I did something wrong and changed it back. Can anyone help me with this?

In the options menu I managed to enable the other choices, including the camera. Is there any way to make the other of the two alternatives for the camera work? As it is now they both do the same thing. I guess there's no point having the other alternative work, though, and that it can't be done. Perhaps if it can be made so that the camera view can be controlled with the keyboard. Would just be fun to have the choice available and working in the menu. However, as I said, perhaps it can't be done.

In the "Ships_init" file I've noticed that the ships that can have 32 lb cannons have the following lines:
Code:
refShip.Height.Bombs.Y			= 1.0;	refShip.Height.Bombs.DY		= 0.5;
refShip.Height.Grapes.Y			= 2.0;	refShip.Height.Grapes.DY	= 1.0;
refShip.Height.Knippels.Y		= 10.0;	refShip.Height.Knippels.DY	= 8.0;
refShip.Height.Balls.Y			= 1.0;	refShip.Height.Balls.DY		= 0.5;
What does this mean? Does it have anything to do with the 32 lb cannons? Do I have to put these lines in the entry for any ship that I want to have 32 lb cannons, or is that not needed?

I've also read somewhere that it can be made so that you can sail with a fort. Is this true? If so, how can it be made? :D
 
A similar thing exists in the Zaid Murro quest. The bandits that come later look the same as the first ones, and have the same names, but I know this is because they are loaded from the same ID (they are the same characters). It might not be possible to fix this. As some form of solution I have changed the names of the characters to "Bandit".
On the contrary, it is very possible to fix that.
The engine loads all the files about characters with ID when you launch a new game. After that, all changes are recorded, it saves whatever is running. You know, main character and officers are character with ID as well! So basicly, you can change everything : model, name, equipement, skills, etc... you can even do ID swap between two characters if you want to. So write your model & name changes just before the characters re-appear, and it will be taken into account.

On a side note, use of character with id was a bit variable in stock PotC. A French soldier that appears 2 seconds at Oxbay and would never come back could deserve having an id, while in the 'strange thing going in the archipelago' the same id characters are re-used over and over to play different people.
Now for (very) temporary quest characters we make more use of fantoms characters, over characters with id. New towns are populated with fantoms instead of character-with-id-citizens.
 
Once again it's been a while.

A simple virtual sailor:

Yeah, I thought of that just a moment after I posted and I tried it and it worked. :)



I found the files I needed to edit to be able to see the menu and the crew on deck in first person. :D I've also found out there's a mod for having the crew in higher resolution, it was supposedly in a "hirezcrew.zip" or "crewdeck.zip" file. Anyone who happens to have this file? :p I found the files I needed for crew in higher resolution among the files Thagarr uploaded, so this is solved. :)

I'd still like help with the other things I asked, though.

I've noticed that there is a disabled "help section" of some sort, is it possible to get this to work somehow? I've managed to "activate" it, but I cannot enter anything other than the top entry. Whatever I choose in the list it's like I chose the first one.

I guess no one knows what the Fearless should've been for, but is it possible to make so that it has a picture in the ship menu? I noticed it has one in the build mod, but is it possible to get it without the build mod? I also noticed that it has no crew walking on the deck, but I managed to find out this has to do with "walk" files. Since the Black Pearl and the Fearless seem nearly identical I copied the "BLACKPEARL_walk" file and made a "FEARLESS_walk" of it, among other changes, and the Fearless got crew walking on its deck, but it seems odd - sometimes they move outside the ship and move in the air above the stairs. I noticed it was the same in the build mod. Perhaps this cannot be fixed.

In the "NationRelation.ini" file there are lines like this:
Code:
[STATICIMAGES1]
groupName	= NATIONS_1
picture		= Portugal,pos:{360,352,464,456}
picture		= Spain,pos:{42,352,146,456}

[STATICIMAGES2]
groupName	= NATIONS_2
picture		= England,pos:{42,84,146,188}
picture		= France,pos:{42,218,146,322}
picture		= Pirate,pos:{360,84,464,188}
picture		= Holland,pos:{360,218,464,322}
If I want to change the order of how they appear in the game, does it matter where they are placed in these two parts? Do these nations have to be where they are in this file? I'm thinking that there's probably a reason why there are two parts like this. Does anyone know?

I know there is an intro movie for the game but for some reason I am missing it in my version. I'd like to have it. Does anyone have it on your version and could send/upload it? In my version I have a CD2 and I tried looking for the movie on that disc, but it wasn't there, but I found a folder called "Last Minute" which among other things contained a "quest_reaction" file. This file had the "LAi_ActorGoToLocation(characterFromID("Vigila Mendes"), "reload", "locator2", "none", "", "", "", 3.0);" line which was missing from my "first" file in the part which is supposed to make Vigila Mendes leave the store, as I had trouble with before. This file worked and he left the store. I don't know if it has anything else different. The reason why my first file didn't work might have been that I tried to enable the Edgar Attwood quest wrong, though. At some point in the game I talked with the guards in the tavern and then nothing else happened, the game kept on going as if I never had talked to them. This might have been why some things didn't work in my file, such as Vigila Mendes not leaving.
 
I wanted to change the thread's headline since the topic has changed from being only about the quest, but apparently this cannot be done.

I had to reinstall the game for various reasons, and I discovered that the "LAi_ActorGoToLocation(characterFromID("Vigila Mendes"), "reload", "locator2", "none", "", "", "", 3.0);" line actually does exist in my file from start. I must have accidentally deleted it and then thought that it never was there.

Anyway, I have successfully applied several modifications to my game, and so far it works good. For example, the cabin mod and the mod that makes items modify skills.

However, now I'm having trouble with a modification I did to the item mod. I've made it so that items like gems and rings can be equipped, and it works, but now the problem is that I'm the only one who can equip them. I tried to give them to an officer but he won't equip them, and so probably neither will anyone else. In the "itemsbox" file (as well as other files) I found code relating to "ITEM_TYPE" and under
Code:
void IDoExit(int exitCode)
{
int s;
LanguageCloseFile(idLngFile);
if(!g_bIBoxUsed)
{
for(s = 0; s < 10; s++) GetCharacterSkill(g_refItems, GetSkillName(s));
if( GetCharacterSkill(g_refItems,"fencing") > 0 )
{
EquipCharacterByItem(g_refItems, FindCharacterItemByGroup(g_refItems,BLADE_ITEM_TYPE));
EquipCharacterByItem(g_refItems, FindCharacterItemByGroup(g_refItems,GUN_ITEM_TYPE));
I tried adding my own ITEM_TYPE:s in this case related to combat, but it didn't work. In the other files I don't know what to put there. Does anyone know what I have to put where in order to make items equipable by everyone and not just me as the player?

By the way, the movie I'm talking about above is this one: http://www.youtube.com/watch?v=3riLLRSxPRc
It's in the X-Box version for some reason.
 
Do you want it so only one item of the type can be equipped?
Because I don't think it's possible to equip more than one item of one type.

Did you try a line like this?
Code:
EquipCharacterByItem(g_refItems, FindCharacterItemByGroup(g_refItems,YOUR_ITEM_TYPE));
Theoretically, this should make the game look for an item of that group and equip something.
In the Build Mod, we added armor, for example, and other characters do automatically equip that.

What do you want to change the headline of this topic to? I can do it for you. :yes
 
I found the files I needed to edit to be able to see the menu and the crew on deck in first person. :D I've also found out there's a mod for having the crew in higher resolution, it was supposedly in a "hirezcrew.zip" or "crewdeck.zip" file. Anyone who happens to have this file? :p I found the files I needed for crew in higher resolution among the files Thagarr uploaded, so this is solved. :)
For your information, in PotC Build 14 Beta 1, we put the crew on deck from AoP, which is more detailed still.

I guess no one knows what the Fearless should've been for, but is it possible to make so that it has a picture in the ship menu? I noticed it has one in the build mod, but is it possible to get it without the build mod? I also noticed that it has no crew walking on the deck, but I managed to find out this has to do with "walk" files. Since the Black Pearl and the Fearless seem nearly identical I copied the "BLACKPEARL_walk" file and made a "FEARLESS_walk" of it, among other changes, and the Fearless got crew walking on its deck, but it seems odd - sometimes they move outside the ship and move in the air above the stairs. I noticed it was the same in the build mod. Perhaps this cannot be fixed.
See attached for the walk file for what I think used to be the Fearless; we renamed that model to "Warship".
You'd need to edit the contents and replace all instances of Warship with Fearless, but it should work.

As for the interface picture, I'm sure it CAN be added. Did you look in RESOURCE\INI\INTERFACES\pictures.ini to check if there's anything for that ship?

In the "NationRelation.ini" file there are lines like this:
[CODE TRUNCATED]
If I want to change the order of how they appear in the game, does it matter where they are placed in these two parts? Do these nations have to be where they are in this file? I'm thinking that there's probably a reason why there are two parts like this. Does anyone know?
The "pos" lines define where the pictures show up. If you want to change the order, you'd need to swap some of these coordinates.

I know there is an intro movie for the game but for some reason I am missing it in my version. I'd like to have it. Does anyone have it on your version and could send/upload it? In my version I have a CD2 and I tried looking for the movie on that disc, but it wasn't there
An intro movie? There's just the logos.
Apparently in some game versions, there was also a Trailer that'd play if you don't do anything for a while in the main menu.
My own game version never had that, but somebody uploaded it once and we included it in the Build 14 Beta 1.

Edit: Yes, that is indeed the movie I'm talking about. And I think you're in luck.
I uploaded it to the FTP once and it seems to still be there:
http://www.pyratesahoy.com/coas/PotC%20Trailer.wmv

I found a folder called "Last Minute" which among other things contained a "quest_reaction" file. This file had the "LAi_ActorGoToLocation(characterFromID("Vigila Mendes"), "reload", "locator2", "none", "", "", "", 3.0);" line which was missing from my "first" file in the part which is supposed to make Vigila Mendes leave the store, as I had trouble with before. This file worked and he left the store. I don't know if it has anything else different.
Get WinMerge: http://winmerge.org/downloads/
That program is insanely useful for seeing the differences between different versions of the same file and merging what you want.
No modder should be without. :no
 
I wanted to be able to have every gem and ring equipped at the same time. At first I made everyone of these into "SKILL_ITEM_TYPE" and as I thought I could only have one gem or ring equipped at a time. Since I wanted to be able to have everyone equipped at the same time I made them into their own ITEM_TYPE:s, so now I have a "SAPPHIRE_ITEM_TYPE", "DIAMOND_ITEM_TYPE", and so on. Sure, it's a lot of ITEM_TYPE:s, but it seems to be the only way in order for everyone of them to be equippable at the same time.

Yes, I tried that using "ARMOR_ITEM_TYPE" as a template. :yes
Under "EquipCharacterByItem(g_refItems, FindCharacterItemByGroup(g_refItems,GUN_ITEM_TYPE));" I added "EquipCharacterByItem(g_refItems, FindCharacterItemByGroup(g_refItems,RUBY_ITEM_TYPE));" since I made the ruby give a +1 bonus to Melee Combat, and I interpret the code there as "If the character has at least 1 in Melee Combat, equip these items.", but the officer's Melee Combat skill didn't increase when I gave a ruby to him so apparently I have to add some other code somewhere to make others equip the items.

What do you want to change the headline of this topic to? I can do it for you. :yes
Thank you. Well, I think "Some questions" should be okay. :p

For your information, in PotC Build 14 Beta 1, we put the crew on deck from AoP, which is more detailed still.
Oh? Perhaps I should take a look at it.

See attached for the walk file for what I think used to be the Fearless; we renamed that model to "Warship".
You'd need to edit the contents and replace all instances of Warship with Fearless, but it should work.

As for the interface picture, I'm sure it CAN be added. Did you look in RESOURCE\INI\INTERFACES\pictures.ini to check if there's anything for that ship?
Yes, that file works. It has differences from the "BLACKPEARL_walk" file which apparently are necessary for it to work. Thanks. :)

Yeah, and I copied that information and copied the "ship-1.tga.tx" file but still it didn't work.

The "pos" lines define where the pictures show up. If you want to change the order, you'd need to swap some of these coordinates.
Yeah, but so as long I keep the nations in the parts they are placed and only change the coordinates it will work?



Nice, so there it is. Thanks a lot. :) And thank you for the tip. :D

By the way, I found out how to get the text back to normal size in the dialogs. The "dialog" file in "RESOURCE\INI" contained "DIALOG21" and "DIALOG31" which needed to be changed to "DIALOG2" and "DIALOG3". For some reason the frame is broken, though.
 
I wanted to be able to have every gem and ring equipped at the same time. At first I made everyone of these into "SKILL_ITEM_TYPE" and as I thought I could only have one gem or ring equipped at a time. Since I wanted to be able to have everyone equipped at the same time I made them into their own ITEM_TYPE:s, so now I have a "SAPPHIRE_ITEM_TYPE", "DIAMOND_ITEM_TYPE", and so on. Sure, it's a lot of ITEM_TYPE:s, but it seems to be the only way in order for everyone of them to be equippable at the same time.

Yes, I tried that using "ARMOR_ITEM_TYPE" as a template. :yes
Under "EquipCharacterByItem(g_refItems, FindCharacterItemByGroup(g_refItems,GUN_ITEM_TYPE));" I added "EquipCharacterByItem(g_refItems, FindCharacterItemByGroup(g_refItems,RUBY_ITEM_TYPE));" since I made the ruby give a +1 bonus to Melee Combat, and I interpret the code there as "If the character has at least 1 in Melee Combat, equip these items.", but the officer's Melee Combat skill didn't increase when I gave a ruby to him so apparently I have to add some other code somewhere to make others equip the items.
This seems to be quite complex-like. I had a look through the files for the ARMOR_ITEM_TYPE, but don't quite understand it all at this time.
In Build 14 Beta 1, we've got the ability to open the Inventory of your officers and manually equip anything you want.
Are you sure they're really not equipping these items or ARE they equipping them, but does the skill modification not take effect?

Yeah, and I copied that information and copied the "ship-1.tga.tx" file but still it didn't work.
Truth be told, I hardly understand how that works in the Build Mod, but in the original game, I'm REALLY not sure... :?

Yeah, but so as long I keep the nations in the parts they are placed and only change the coordinates it will work?
It should, yes. Alternatively, it'll probably also work if you swap the nation names, but don't touch the coordinates.
That might be easier.
 
Thanks, Captain Maggee. :)



Pieter Boelen:

This seems to be quite complex-like. I had a look through the files for the ARMOR_ITEM_TYPE, but don't quite understand it all at this time.
In Build 14 Beta 1, we've got the ability to open the Inventory of your officers and manually equip anything you want.
Are you sure they're really not equipping these items or ARE they equipping them, but does the skill modification not take effect?
I tried to disable the mod that makes officers unequip things and when I gave an officer a ruby I couldn't take it back, so apparently he equipped it, and his skill went up. When I enable the mod I can take the ruby and his skill doesn't go up when he has it, so apparently he didn't equip it. It's strange. Either they only equip it when the unequip mod is disabled or they do equip it but the skill doesn't increase for some reason.

Truth be told, I hardly understand how that works in the Build Mod, but in the original game, I'm REALLY not sure... :?
Ah, okay. :/

It should, yes. Alternatively, it'll probably also work if you swap the nation names, but don't touch the coordinates.
That might be easier.
I tried changing some things in the file, and it seems the nations have to be in the parts they are, but I think I got it to work. :)

A thing I was thinking about... The crew from AoP, does it work like in PotC, just have to replace the files for it with updated ones? If so, could you or someone else perhaps please upload the files? So I don't have to download the entire build mod. I am thinking about trying it later, though. :)

Another thing, what must I do to add Jack Sparrow to the game? I have copied all the "depp" files and the "face" files for the model and I have added a "case" for the model in the "characters_init" file and the "quests_reaction" file. Everything "works", I can see all the interface pictures for the model in the game and I can move around, but it's gray, the character has no color. What else do I have to do to make it work properly?
 
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