• New Horizons on Maelstrom
    Maelstrom New Horizons


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Recent content by atpeace

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    CMV3.1.5 ShipsUtilities.c

    Yes; here is a comparison for a lv 25 character. (19 and over gets all possible anyway) code to output what ships are added for ShipsUtilites.c int GenerateStoreShip(int iBaseType) { int iShip = GenerateShip(iBaseType, 0); // ÷åñòíûé if (iShip == -1) { return...
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    CMV3.1.5 ShipsUtilities.c

    Looking at code in CMV3.1.5 ShipsUtilities.c there seems to be some really odd code here. Function SetShipyardStore iTest_ship = rand(2); if (iTest_ship == 1) { if (iTest_ship == 1)FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_WAR_TARTANE), "ship2"); if (iTest_ship ==...
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    Replacing Cannons on bugged ships

    Ok, you can view the model using gm_viewer point the texture texture directory and turn on locator labels. Make a note of the label names for cannons that are not wanted. In the flying dutchman they are (to match ships_init.c in CM3.15) Rear:_27,_28,_29,_30,_57,_58,_59,_60 Left:_14 Right:_44...
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    I lost a mast. Help

    Just had a similar problem, after the English mission to capture the Spanish port I ended up with 4 ships with broken masts. If I loaded a game where I was in town when I went to the shipyard I found all my ships to be listed as fairly undamaged. If I boarded my ship I found the masts to be...
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    Replacing Cannons on bugged ships

    Ok I understand what you mean by locators now. When I get access to the modelling tools I'll investigate further. I would understand the reading of the locators to determine cannon numbers because if they were ignored there is no other information on the location of that cannon when...
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    Replacing Cannons on bugged ships

    Paged through the remove code starting in interface\ships.c CanonsRemoveAll() -SetCannonsToBort() --GetBortCannonsQty() ---GetBortIntactCannonsNum() ---logs to trace "ship XX, have invalid cannons on bort. cannonX XX, but need: XX" goes on to add stock to inventory on remove or replace. It...
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    Replacing Cannons on bugged ships

    I don't know what you've done wrong, but I tested this and works fine with me. This modded ShipsUtilites.c will enable you to buy every ship in the game from the shipyard. Just copy ShipsUtilites.c into "Age of Pirates 2\Program\scripts" load the game, load your save and push the re-init button...
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    Replacing Cannons on bugged ships

    reinit is short for reinitialise and it is the blank right hand button in the options menu on CM3.1.5, It causes the whatever_init.c files to be read again and applied to the game your playing. Please note that items in ship chests are removed when you do this though I have found no other...
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    Replacing Cannons on bugged ships

    Research completed and fix found. I removed the files that you posted, cannons.h, cannons.c, cannons_init.c, shipsutilities.c and reverted back to the original 3.1.5 copies. I retuned the cannon layout for FLYINGDUTCHMAN in ships_init.c back to the original stock cannon layout ...
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    Replacing Cannons on bugged ships

    The ship was the quest version, as in I capped it after completing the Ghost Ship Quest. Took some hours getting myself a big enough ship with big enough crew to actually do that. So I tried the files. Partial success. I copied the files to the correct locations, changed the names of the old...
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    Replacing Cannons on bugged ships

    Hey all, First of all great work on the mod all you modders! truly excellent work. I have a problem I have found and read that it a known bug on some non stock ships that cannons can't be removed and they duplicate, they also can't be fixed. Now I have just swapped out of ships with this...
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