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Included in Build Improved Fast Travel and New Icons

Jack Rackham

ex train dispatcher
Quest Writer
Storm Modder
Not my biggest mod but:
I have added an icon for Gunsmiths. And one for doctors (only quest locations now) but it's available.
 

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  • doctor.jpg
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Is that for the Fast Travel menu?

There are 1-2 gunsmiths in the Caribbean for whom it could be used.
And the Doctor one could be applied to the Bridgetown Apothecary. :onya
 
It's for the reload locator. Guess something additional is needed for fast travel.
This is a quest thing and I thought it could be of common use as well.

I could
1) fix fast travel
2) make sure the apothecary will use the Icon too.
 
Here is this small mod:

Apothecary in Greenford: medicine icon
Con_blacksmith: gunsmith icon
Turks blacksmith who also is a gunsmith: pistol + blade icon

All 3 now have fast reload which is tested and works.
 

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That's awesome, @Jack Rackham! :bow

Just to be sure, this is an overview of the "gunsmiths" in the game:
- Turks: Gun- and Blacksmith
- Conceicao: Gunsmith
- Nevis: Gun- and Blacksmith IF player joined the Pirates

I think you already figured that out correctly, right?
(Apologies if I'm being stupid here; my brain is not cooperating today.... :oops: )
 
HA! In PROGRAM\QUESTS\quests_common.c find:
Code:
       //Levis: Change the Nevis blacksmith to gunsmith -->
       Characters[GetCharacterIndex("QC_blacksmith")].Dialog.Filename = "Gunsmith_dialog.c";
       Characters[GetCharacterIndex("QC_blacksmith")].Dialog.Filename.Groupdialog = "Gunsmith_fetch.c";
       aref store; makearef(store, Stores[PIRATES_STORE]);
       DeleteAttribute(store,"blacksmith");
       store.gunsmith = "Arne Saknussem";
       //Levis: Change the Nevis blacksmith to gunsmith <--
Replace it with:
Code:
       // JRH&Levis: Change the Nevis blacksmith to gunsmith -->
       Locations[FindLocation("QC_town_exit")].reload.l6.go = "QC_Gunsmith";
       Locations[FindLocation("QC_blacksmith")].id.label = "Pirate Gun- and Blacksmith";
       Locations[FindLocation("QC_blacksmith")].id = "QC_Gunsmith";
       Characters[GetCharacterIndex("QC_blacksmith")].Location = "QC_Gunsmith";
   
       // Modify the Fast Travel icon
       aref curTable;
       makearef(curTable,objFastReloadTable.table.QC);
       curTable.l6.pic = FRP_GUNBLACKSMITH;
       curTable.l6.tex = FRT_GUNBLACKSMITH;
       curTable.l6.note = FRN_GUNBLACKSMITH;
       curTable.l6.location = "QC_Gunsmith";
       
       // Give him the alternate dialog
       Characters[GetCharacterIndex("QC_blacksmith")].Dialog.Filename = "Gunsmith_dialog.c";
       
       // And enable the correct fetch quests
       Characters[GetCharacterIndex("QC_blacksmith")].Dialog.Filename.Groupdialog = "Gunsmith_fetch.c";
       aref store; makearef(store, Stores[PIRATES_STORE]);
       DeleteAttribute(store,"blacksmith");
       store.gunsmith = "Arne Saknussem";
       // JRH&Levis: Change the Nevis blacksmith to gunsmith <--
That makes the icons change too! :cheeky
 
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Anyway, I tested both Jack's original work and my additional suggestion and both seem to work fine.

Now I'm wondering if any other locations could use a similar update.
The Opium Den springs to mind.... :wp
 
Hmm I missed the Nevis one, thanks Pieter.
Easy to miss. It only changes at the time when you join the pirates (as a bonus to pirate players).
So it requires changing it "on the fly" instead of in the usual way.
I even had to change the location ID, which is normally not a very good idea.... :wp

On a related subject, is it right that this section of code is in your GoldBug QuestsLocations.c file?
Code:
   Locations[n].reload.l6.name = "reload4";
   Locations[n].reload.l6.go = "QC_blacksmith";
   Locations[n].reload.l6.emerge = "reload1";
   Locations[n].reload.l6.close_for_night = 1;

Ok I'll take the Opium Dens on.
Cool, thanks! Now that it has much more gameplay use, that should help to make players more aware that it exists. :onya

@Grey Roger, @Mere_Mortal, @Talisman, @ANSEL and @Jason: Can you think of any other locations that could use Fast Travel?
 
No, I don't find those line in there.
Really? I see it here:
Code:
//--------------------------------------------------------------------------

   Locations[n].filespath.models = "locations\Outside\Jungle_QC";
   Locations[n].id = "Legrands_backyard";
   locations[n].id.label = "Legrands backyard";
   Locations[n].image = "GB_Legrands_backyard.tga";
   //Town sack
   Locations[n].townsack = "Quebradas Costillas"; // KK

   [...]

   Locations[n].reload.l5.name = "Reload3_back";
   Locations[n].reload.l5.go = "Fort_Moultrie_exit";
   Locations[n].reload.l5.emerge = "reload1";
   Locations[n].reload.l5.autoreload = "1";
   Locations[n].reload.l5.label = "Jungle.";
   Locations[n].locators_radius.reload.Reload3_back = 2.0;

   Locations[n].reload.l6.name = "reload4";
   Locations[n].reload.l6.go = "QC_blacksmith";
   Locations[n].reload.l6.emerge = "reload1";
   Locations[n].reload.l6.close_for_night = 1;

   Locations[n].locators_radius.randitem.randitem1 = 0.01;
   Locations[n].items.randitem1 = "pirate_house";

I accidentally noticed that because when changing the ID of the location, I had to double-check if there are any more references to it that also needed to be changed.
 
I have no idea if anywhere is missing any fast locations, I think I spend too much time at sea to ever really notice.
 
I found it now. Something went wrong with the search function.
Those lines have absolutely no meaning as there is no blacksmith in Legrands backyard.
Just never deleted.
 
I tried to replace those lines. It gives me this runtime error. Have I done it wrong?
Actually, you did it perfectly right. The only differences with my own version are some minor things with indentation.
But you need to install @Jack Rackham's files from post #5 first. My change relies on his work. :doff

I have no idea if anywhere is missing any fast locations, I think I spend too much time at sea to ever really notice.
Sea is, of course, the best place to be. :cheeky

Hey, that rhymes! :cheers
[/CODE]

I found it now. Something went wrong with the search function.
Those lines have absolutely no meaning as there is no blacksmith in Legrands backyard.
Just never deleted.
Looking at the code, that reload may actually have worked in your storyline to teleport the player to Nevis!
I'll remove it for the next update. :doff
 
I found these "opium dens":

Redmond , "den". OK.

"PaP_Brothel_room" and "Tortuga_Brothel_room" have additional brothel rooms and name "Opium Den" so
they are "dens". But no opium action what I can see so maybe fast reload is unnecessary?

Eleuthera, "Alice_Brothel_room": empty, no other brothel rooms, name "Alice Town Brothel. Loading = "Opium Den".
Is it a brothel or a den?
 
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Only Redmond has a real opium den. All those other ones must be a mistake

Would there be any point in having Fast Travel to the Maltese Knight Abbey?
Might make it more obvious to players that it exists.
 
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