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Log_SetStringToLog(TranslateString("","Quicksave") + ": FAILED ! You can't save without an active Profile !");
Log_SetStringToLog(TranslateString("","Quicksave") + ": " + TranslateString("", "FAILED") + "! " + TranslateString("", "You can't save without an active Profile") + "!");
1: The extra part for spending hours is from "PROGRAM\DIALOGS\tavern.c", which is a group dialog file shared by all tavern keepers. Perhaps something is lost in translation; in the English self-dialog, you say that you will wait in the tavern hall, which is where you're standing talking to John Adams. Then Joshamee Gibbs invites you to join him, you sit with him and he begins to tell you about Jack Sparrow, and then the storyline begins.1) Shouldn't there be one possible answer here, which is on line 48 in the John Adams_dialog.h file. Besides this answer, I can spend the night in the common room from 1 hour to 8 hours.
2)Also, by starting the story as Jack, I can go to all locations and even sail away from the island. Shouldn't locations be blocked? So that I go only to the door where the guard is standing.
Yes, it works.Try this version of "PROGRAM\INTERFACE\interface.c". That's where the on-screen message about "You can't save without an active profile" came from. The old version has this on line 214:
Yes, in the Russian version he will also talk to himself in 2 versions. This is a congress and an overnight stay for 8 hours. But then in the second option it’s already 4 am.1: The extra part for spending hours is from "PROGRAM\DIALOGS\tavern.c", which is a group dialog file shared by all tavern keepers. Perhaps something is lost in translation; in the English self-dialog, you say that you will wait in the tavern hall, which is where you're standing talking to John Adams. Then Joshamee Gibbs invites you to join him, you sit with him and he begins to tell you about Jack Sparrow, and then the storyline begins.
Well, if I can swim off the island from the very beginning, then this is no longer a storyline. I still have to get to the governor.2: Blocking fast-travel is a good idea because some people like to fast-travel all over the place. But you're really determined to avoid the story and sail off somewhere else, that's your choice! You can do it anyway after the town hall scene - instead of going to Barbados to continue the story, sail wherever you want.
Most storylines can be broken if the player really wants to. But then, if they don't want to play the story, they should be playing FreePlay instead, that's what it's for!Well, if I can swim off the island from the very beginning, then this is no longer a storyline. I still have to get to the governor.
1: I thought you could draw your weapon in other taverns. Sometimes a random person will talk to you and may pick your pocket; then you can attack the thief and get your money back. In fact, you have to be able to fight in taverns because sometimes there are tavern brawls.1)Also in the tavern I can draw a saber, usually it says at the top in the logs that it is not worth drawing a weapon here and I cannot get it in other taverns.
2)If you kill the officer, there will be no dialogue. Maybe he should be made immortal? After that, I went into the residence and saw 2 governors.
In any case, I did it as it should be:2: Blocking fast-travel is a good idea because some people like to fast-travel all over the place. But you're really determined to avoid the story and sail off somewhere else, that's your choice! You can do it anyway after the town hall scene - instead of going to Barbados to continue the story, sail wherever you want.
There's a far easier way. You don't need to block "reload.l1" because, if fighting is disabled and you can't kill the soldiers, then the arrest scene will trigger when you get anywhere near the town gate. You don't need to block "reload.l3" because that leads to the jungle, from where you can get to a shore or a cave. The shore is Cayman Kai and you won't get anywhere from there because your ship is in port. The cave does not lead anywhere. So if you want to go exploring the jungle before continuing the story, go ahead. (By comparison, in "Tales of a Sea Hawk", you start in Speightstown and you can wander into the jungle before sailing to Port Royale.)In any case, I did it as it should be:
In case "TotBB_HtC3" added lines
Locations[FindLocation("Cayman_port")].reload.l1.disable = 1;
Locations[FindLocation("Cayman_port")].reload.l3.disable = 1;
Locations[FindLocation("Cayman_port")].reload.l4.disable = 1;
and in case "into_position_Cayman"
Locations[FindLocation("Cayman_port")].reload.l1.disable = 0;
Locations[FindLocation("Cayman_port")].reload.l3.disable = 0;
Locations[FindLocation("Cayman_port")].reload.l4.disable = 0;
bQuestDisableSeaEnter = false;
Yes, and there are probably lots more characters in this and other storylines who do the same. That way, if the player wasn't paying enough attention first time, the character will repeat what was said, and the player gets another chance to see the important dialog.1)Thomas the Terror repeats his lines several times when speaking. Here's a video:
engine 2024.01.16 - 19.28.05.01
www.veed.io
// Dead Man's Chest Locations -->
Locations[n].filespath.models = "locations\Outside\Jungle_Church";
Locations[n].id = "Jungle_Church";
locations[n].id.label = "Church in Jungle";
Locations[FindLocation("Rheims_house_in_smugglers")].id.label = "Kidnappers' Hideout";
Locations[FindLocation("Rheims_house_in_smugglers")].id.label = TranslateString("","Kidnappers' Hideout");
DeleteEnterLocationQuest("Santo_Domingo_townhall", "Luc_start_check");
Characters[GetCharacterIndex("Thomas Tipman")].dialog.currentnode = "First time";
Characters[GetCharacterIndex("Thomas the Terror")].location = "";
Attached the save.3: No idea why that should happen. "Santo_Domingo_Townhall" should have label "#stown_name# townhall", which is in "interface_strings.txt", and there does not seem to be anything in the "JackSparrow" quest files which changes it. Have you a savegame from that position?
I looked through the file and added what was missing, and also changed some cities to #stown_name#.You may want to go through the rest of that file, look for other 'Locations[n].id.label' lines, check that they're in "interface_strings.txt", and add them if they're not.
No, I didn’t talk to him before the quest started, only after it.Did you talk to Thomas Tipman before starting the quest?
Yes it works as it should!You would need to reload a savegame from before you took the quest to find Lucas. With this line added, when you talk to the admiral, Thomas Tipman should be set to his basic line even if you have not already talked to him.
Thomas Terror still appears on the locator near the gate after arriving on the island. But now he’s not standing on the pier after the conversation in the tavern, and that’s already a small victory.5: "PROGRAM\Storyline\JackSparrow\quests\quests_reaction.c": at case "Thomas leaves at Oxbay", see what happens if you add this line:
I've found the problem. It's not just in "Hoist the Colours" and it's been there for ages! Even I didn't spot it, and my "Ardent" storyline has a scene at the townhall door.Attached the save.
locations[n].id.label = "#stown_name#";
Locations[n].reload.l1.label = "#stown_name#";
Indeed that happens if you use the DMC jumpstart.In addition, I was unable to go to sea from the island of Hispaniola after moving to the part with the dead man's chest using cheats. The function in the console helped me - bQuestDisableSeaEnter = false; . You can also see this in Peter's video at 4 minutes. I don't know what this is connected with.
You probably missed my message.I looked through the file and added what was missing, and also changed some cities to #stown_name#.
No, I didn’t talk to him before the quest started, only after it.
Yes it works as it should!
Thomas Terror still appears on the locator near the gate after arriving on the island. But now he’s not standing on the pier after the conversation in the tavern, and that’s already a small victory.
1)In addition, I was unable to go to sea from the island of Hispaniola after moving to the part with the dead man's chest using cheats. The function in the console helped me - bQuestDisableSeaEnter = false; . You can also see this in Peter's video at 4 minutes. I don't know what this is connected with.2)On the island of La Grenada in the smugglers' camp, if you quickly go to the shore, the character will get stuck in the locator.
engine 2024.01.29 - 21.14.59.01
www.veed.io
case "Domingues_in_cave2":
if (CheckQuestAttribute("ANIMISTS","completed"))
{
dialog.text = DLG_TEXT[130];
link.l1 = DLG_TEXT[131];
link.l1.go = "Domingues_in_cave3";
}
else
{
dialog.text = DLG_TEXT[136];
link.l1 = DLG_TEXT[137];
link.l1.go = "exit";
AddDialogExitQuest("Domingues_warning");
}
break;
case "Domingues_in_cave3":
dialog.text = DLG_TEXT[132];
link.l1 = DLG_TEXT[133];
link.l1.go = "Domingues_in_cave4";
break;
case "Domingues_in_cave4":
dialog.text = DLG_TEXT[134];
link.l1 = DLG_TEXT[135];
link.l1.go = "exit";
AddDialogExitQuest("Story_Domingues_released");
break;
This is a line in AIShip.c :1: What is the rest of that line?
The name now doesn't appear at all.2: I'm not sure if this will work - see what happens. Use the attached version of "PROGRAM\Storyline\JackSparrow\dialogs\blaze_dialog.c". In "blaze_dialog.h", line 306, change "#suncursed_ship#" to "#sstolen_ship#".
In Russian everything is exactly the same as in English. Maybe you are looking at a general file, and not for Jack Sparrow. There are girls to be saved there. Look at the code for it.Not so. In "padre_Domingues_dialog.c":
In English this line "Roche", which is present in Russian, is replaced by "Roche1". If I change this, will it affect the name Roche Braziliano? Or is it one name for two.4: "Roche1" is translated on line 774 of "RESOURCE\INI\TEXTS\ENGLISH\characters_names.txt". The Russian version still has "Roche" there.
Change that line to:This is a line in AIShip.c :
sSunkString = sSunkShipType + " " + GetMyShipNameShow(rDead) + " " + TranslateString("","has been sunk by the") + " " + TranslateString("","hand of god") + TranslateString("", ". God gained") + " " + (1000+rand(2000)) + " " + TranslateString("","Total XP") + ".";
In interface_strings.txt this is written without a dot.
God gained
sSunkString = sSunkShipType + " " + GetMyShipNameShow(rDead) + " " + TranslateString("","has been sunk by the") + " " + TranslateString("","hand of god") + ". " + TranslateString("", "God gained") + " " + (1000+rand(2000)) + " " + TranslateString("","Total XP") + ".";
Is there anything about it in "error.log"?The name now doesn't appear at all.
"PROGRAM\Storyline\JackSparrow\padre Domingues_dialog.c":In Russian everything is exactly the same as in English. Maybe you are looking at a general file, and not for Jack Sparrow. There are girls to be saved there. Look at the code for it.
case "Domingues_in_cave2":
if (CheckQuestAttribute("ANIMISTS","comp"))
{
dialog.text = DLG_TEXT[130];
link.l1 = DLG_TEXT[133];
link.l1.go = "Domingues_in_cave3";
}
else
{
dialog.text = DLG_TEXT[136];
link.l1 = DLG_TEXT[137];
link.l1.go = "exit";
AddDialogExitQuest("Domingues_warning");
}
break;
case "Domingues_in_cave3":
dialog.text = DLG_TEXT[134];
link.l1 = DLG_TEXT[135];
link.l1.go = "exit";
pchar.girls = "1";
//AddDialogExitQuest("Story_Domingues_released");
break;
No, Roche Brasiliano is a character in the "Assassin" storyline and "Roche" is translated in that storyline's own "characters_names.txt".In English this line "Roche", which is present in Russian, is replaced by "Roche1". If I change this, will it affect the name Roche Braziliano? Or is it one name for two.