• New Horizons on Maelstrom
    Maelstrom New Horizons


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Some suggestions

What is the Camouflage mod? Also, how do I stop some models from making people attack me? Lastly, how do I stop the dungeon smugglers from attacking me? I saw in some file that a fort guy gives you a LOM, can u get that for smugglers?
 
There is a couple of models that you can use to be camouflaged at night. You will look suspicious in them so everybody will want to attack you,
but at night people will not be able to see you very well, so you can sneak around.
The models this applies to are only <i>Animists3</i>, <i>GypsyCaptn_6</i> and <i>Johan_Elting_b</i> though.

The dungeons are just dungeons... there's always enemies there.
If you don't want that, you need to set <i>locations[n].type = "Dungeon";</i> to something else for the applicable location.
 
I only ask cos I have expanded havana church into a cathedral, and is it easy to make a new church such as that in eleuthera?

WOW!!!! I saw there was another topic about flooding the oxbay dungeon, well I added the sewer to a corner of the cathedral im making, and set the environment/sea whatever to true, so the sewer is flooded, no TOOL needed. Its so cool, using the a and d keys means that I can go to a ledge that i didnt expect to be able to walk on. Flooding things is real cool, i did it with ships and other locations would be great.

IDEA: Flooded city/Atlantis/ Wrecked city after hurricane.
 
I actually flooded the Hispaniola Buccaneer Camp at some point, but that was back when the location was still devoid of any characters.
I'm also intending to use some location flooding once we have to make the DMC Bayou scene for Tia Dalma.

Agreed on the beauty of the churches! Especially the big ones. I noticed that too when making loading screens for them a couple of days ago.
What kind of a church do you want to add? And where? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Well, It's quite a big project that I'm working on, basically, I've made the side doors in the original Havana Church lead to

a an extension that goes to a cathedral part (original isla muelle church)

b this flooded dungeon (now actually just weather effects (got too complicated))

the cathedral then leads to the eleuthera "cave" church, this is called the monks reflection room. I'm trying to add a trapdoor there which leads to the oxbay mine model, i.e. the cellar/ a place where the monks sleep (maybe prison with different texture/animist's lair)

I could do with some more models:

Possibly a courtyard/other church area/crypt(don't know the correct terminology) but a place underground where there are tombs/graves/coffins/skeletons in small crevaces.

I have added various townsfolk to the benches which, I must say, adds A LOT! I was gonna make a priest quest.

The original game modelers got the churches right. They are peaceful and impressive, but not important enough ingame to match the real-life fear of religion in the 1600's.
 
Townsfolk in the benches = GOOD IDEA! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
Not sure where you'd get new location models from. All we can do is hyjack from other games or modify existing ones.
Theoretically we should be able to make new ones, but nobody ever did. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
well then how did they make the eleuthera one?

or the brothel room?

which other games can u use the models from, and out of them, could you please tell me whether they have church models, or even anything related to a church, i.e. a reception room?
 
We took those locations from Age of Pirates and City of Abandoned Ships.
I think as far as churches are concerned, we already imported what they had.
Though people who actually have and play those games would be able to confirm/deny that. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
.fbm? What kind of files are those? You need to somehow convert those to VRML/WRL, otherwise the TOOL can't do anything with them. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
Making churches more important in the game? I suppose by having some quest affairs there. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
.fbm are from that ship maker and you said that maya was good, but the whole akella modding tools archive doesn't work for me. You said that the TOOL would work.
 
Can you somehow import .fbm files into 3DS MAX? You should be able to export to VRML from there, which you can convert with the TOOL.
You might want to send a PM to ZarethPL; he knows most about putting ships properly into the game.
What doesn't work with the Akella modding tools archive?
 
Pieter, you asked a long time ago if the weapons deterioriation mod is still working - it is. And I like it as it is.

Maybe deterioriation could be made a variable in InternalSettings.h for customization?

I am on 9.5 patch 1.
 
It already is. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// Bladedamage
#define BLADEDAMAGE_BASE                75        // INT - This increases the amount of strokes you can CERTAINLY do without your blade breaking.
#define BLADEDAMAGE_RAND                75        // INT - This increases the amount of strokes you MIGHT BE ABLE to do without your blade breaking.
#define BLADEDAMAGE_DEFAULTBLADE    "bladeX4"    // ITEMID - This is the blade characters use after their blade is broken. Default to "bladeX4" (fists). Set to "blade5" for daggers.
#define BLADEDAMAGE_USEOTHERBLADE        0        // BOOL - If 0, the character will use the DEFAULTBLADE after breaking. If 1, the character will use another blade, if available.
#define BLADEDAMAGE_KEEPBROKENBLADE        0        // BOOL - If 0, enemy will have lost their blade completely after their blade broke. If 1, enemy will be given a broken blade after their blade broke<!--c2--></div><!--ec2-->
The chances for bladedamage depend on the _BASE and _RAND values.
If you noticed that it's working, then apparently the 75 values are pretty good for the Build default.
We haven't had any complaints since I changed them to that. At 100, you don't really notice the effect and 50 is annoying.
 
<img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
Any setting for brain deterioriation caused by age?
 
Substract 0.1 leadership for every gameplay year after you gained skill 5! <img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" />
 
Bitzipper? WinZip works fine for me. And Windows itself can open ZIP-files too.
 
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