<img src="http://www.pix8.net/pro/pic/332ZK34H/884418.jpg" border="0" alt="IPB Image" />
I am the greatest director in the history of film, Siegfried Von Roysenstein, and yes, I do always have a lugger stuck in my ear! Long have I seen this work, The House of Mateus Santos, and wondered, why does this man with a great deal of money walk about barefoot, and living in a dark and dingy hotel room?
Why is it called the "House" of Mateus Santos when there is only one room? Why do I keep seeing the same character models being used over and over again? Who wrote the dialog for this? To paraphrase Couch Captain Charles, "If you don't like the way something is – change it.", and that is just what I have done. I hired new actors for the Quebrada Costillas Theatre Guild, I acquired the services of the best set construction company, and employed the finest writers to tweak the dialogs and Quest Journal. What has been created will, hopefully, improve an aspect of the game that I have always felt could have been much better than what was provided in the original game.
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
Prompted by Skull's request to retexture a few models with the Sea Dogs "Beltrop" texture, I came up with a model that I thought might make a good replacement for the model used for Mateus Santos in the original game. When I accomplished this, I was inspired to try my hand at changing a few other things, and the end result of my efforts is now on the FTP and ready for download. You can find it in a file labeled, House of Mateus Santos Post Build 12 base version. The files on the FTP have been set up for a "Post Build 12 Base Version", but I am planning on setting up files that will be compatible for both the "Modpack", and Build 12.1. I would like to invite anyone who is interested in testing these files to do so, and if you could provide some feedback on whether or not this would be a worthwhile addition to the game it would be very much appreciated. It occurred to me that this might give people something to do while we're all waiting for Age of Pirates to finally show up. <img src="style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />
This Mod is dedicated in its entirety to Pieter Boelen, <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid="
" border="0" alt="bow.gif" /> I think everyone at PA can easily understand why I would want to dedicate this work to him, but I would like to offer this tribute for all the effort and care he provides to the PA Community. I also want to thank Couch Captain Charles for granting me permission to use the Borgia Blade in this Mod, and also for creating it in the first place. In turn, I would like to grant permission in advance to anyone who would like to make any changes to what I have done, or alter it with an eye towards improving it. I was going for a kind of "Count of Monte Cristo" on crack theme, but I would be willing to make changes if I get inspired by someone else's resulting ideas.
Currently, this Mod adds new character models, scenes, dialog files, items, and I've also altered the ending a bit. I'd prefer it if only people who have familiarity with the game files try this out, and folks with less familiarity wait until it gets included in a Modpack release. If you follow the readme that I've prepared you shouldn't encounter any problems, but I'm always uncertain of whether or not anyone actually reads the readme's. To ride the House of Mateus Santos Ride you have to be at least Level 5, and you have to start a new game, so change the Build Settings H file accordingly. I have completed the quest at level five, but for testing I'd recommend at least level 10, and I still got killed at level 30, on more than one occasion. If you use Survival Mode you will find that, if you get killed, you will unfortunately find yourself unable to leave the hotel room when you regain consciousness. Sorry.
Known Bugs:
During testing I encountered the following;
1. Windows in the "Study" (You'll find out…) will black out in early morning and early evening, I'm still not sure why. For best effect do your "hits" at night like a good assassin would.
2. Vice City will often add people to scenes whether I want them there or not. This is not necessarily a bad thing, but you might find your self facing as many as five opponents where I had planned that you would only encounter one.
3. If you attack "good" characters involved in the quest, especially towards the end of the quest, you may not be able to complete the quest because the "good" people will be afraid of you. A good assassin should always use discretion….
4. Some of you may notice that I turned off the timer for the third through the fifth "hits". This is because I adjusted the timer in the quest for the extra distance you have to travel in the Post Build 12.1 Base Version, and I also edited Santos' dialog so that he provided you with three months rather than one to complete your task. However, I kept running into a glitch where three months would pass before I could leave Santos' abode, so I just blocked the timer out of sheer frustration. I don't think that anyone will complain too loudly about this, but if someone can figure out why I was getting that result, I'll be glad to effect a change in the coding. Is the calendar stable in this version of the game? <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid="
" border="0" alt="dunno.gif" />
These are all the things that didn't turn out the way I planned on them turning out. If anyone encounters any new bugs caused by my modification please let me know and I'll try to fix them. The testing that I have done has shown me that all of my changes have worked, but I would be interested in learning if the mod interferes with any other aspects of the game that I haven't encountered as of yet.
I really hope you enjoy what I have done, I certainly had an enjoyable time putting it all together. Fair Winds, mateys! <img src="style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid="
" border="0" alt="sailr.gif" />
I am the greatest director in the history of film, Siegfried Von Roysenstein, and yes, I do always have a lugger stuck in my ear! Long have I seen this work, The House of Mateus Santos, and wondered, why does this man with a great deal of money walk about barefoot, and living in a dark and dingy hotel room?
Why is it called the "House" of Mateus Santos when there is only one room? Why do I keep seeing the same character models being used over and over again? Who wrote the dialog for this? To paraphrase Couch Captain Charles, "If you don't like the way something is – change it.", and that is just what I have done. I hired new actors for the Quebrada Costillas Theatre Guild, I acquired the services of the best set construction company, and employed the finest writers to tweak the dialogs and Quest Journal. What has been created will, hopefully, improve an aspect of the game that I have always felt could have been much better than what was provided in the original game.
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
Prompted by Skull's request to retexture a few models with the Sea Dogs "Beltrop" texture, I came up with a model that I thought might make a good replacement for the model used for Mateus Santos in the original game. When I accomplished this, I was inspired to try my hand at changing a few other things, and the end result of my efforts is now on the FTP and ready for download. You can find it in a file labeled, House of Mateus Santos Post Build 12 base version. The files on the FTP have been set up for a "Post Build 12 Base Version", but I am planning on setting up files that will be compatible for both the "Modpack", and Build 12.1. I would like to invite anyone who is interested in testing these files to do so, and if you could provide some feedback on whether or not this would be a worthwhile addition to the game it would be very much appreciated. It occurred to me that this might give people something to do while we're all waiting for Age of Pirates to finally show up. <img src="style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />
This Mod is dedicated in its entirety to Pieter Boelen, <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid="

Currently, this Mod adds new character models, scenes, dialog files, items, and I've also altered the ending a bit. I'd prefer it if only people who have familiarity with the game files try this out, and folks with less familiarity wait until it gets included in a Modpack release. If you follow the readme that I've prepared you shouldn't encounter any problems, but I'm always uncertain of whether or not anyone actually reads the readme's. To ride the House of Mateus Santos Ride you have to be at least Level 5, and you have to start a new game, so change the Build Settings H file accordingly. I have completed the quest at level five, but for testing I'd recommend at least level 10, and I still got killed at level 30, on more than one occasion. If you use Survival Mode you will find that, if you get killed, you will unfortunately find yourself unable to leave the hotel room when you regain consciousness. Sorry.
Known Bugs:
During testing I encountered the following;
1. Windows in the "Study" (You'll find out…) will black out in early morning and early evening, I'm still not sure why. For best effect do your "hits" at night like a good assassin would.
2. Vice City will often add people to scenes whether I want them there or not. This is not necessarily a bad thing, but you might find your self facing as many as five opponents where I had planned that you would only encounter one.
3. If you attack "good" characters involved in the quest, especially towards the end of the quest, you may not be able to complete the quest because the "good" people will be afraid of you. A good assassin should always use discretion….
4. Some of you may notice that I turned off the timer for the third through the fifth "hits". This is because I adjusted the timer in the quest for the extra distance you have to travel in the Post Build 12.1 Base Version, and I also edited Santos' dialog so that he provided you with three months rather than one to complete your task. However, I kept running into a glitch where three months would pass before I could leave Santos' abode, so I just blocked the timer out of sheer frustration. I don't think that anyone will complain too loudly about this, but if someone can figure out why I was getting that result, I'll be glad to effect a change in the coding. Is the calendar stable in this version of the game? <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid="

These are all the things that didn't turn out the way I planned on them turning out. If anyone encounters any new bugs caused by my modification please let me know and I'll try to fix them. The testing that I have done has shown me that all of my changes have worked, but I would be interested in learning if the mod interferes with any other aspects of the game that I haven't encountered as of yet.
I really hope you enjoy what I have done, I certainly had an enjoyable time putting it all together. Fair Winds, mateys! <img src="style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid="
