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Custom player type is random.

ntnsvcg

Landlubber
Whenever I create a custom player type he ends up picking what seams to be a random set of tag skills after game starts. Any way to deal with that or fix it somehow?
 
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What version are you playing? Pls. attach your .log files which can be found in your main game folder. (compile-system-error)
 
Get the Beta 3.3 WIP from the link in my signature.
That adds a lot more working customization options.
 
Ah thanks. I just started playing in any case so don't mind starting again.

I was actually playing around with code for a couple of reasons one of which was tags. Can't exactly find how tags are stored and assigned. Even if tag assignment works during character generation (PC or NPC), some of the tag assignment appears to be completely random. For example when I do find generic officers that say "I am a gunner, hire me", they seam to have the right tags for the profession. However some quest officers do not have tags set so something happily assigns them a random set of tags. I was looking through Delvin Opera quest. I found character attributes can be assigned through " Characters[GetCharacterIndex("some name")].whatever " dynamically after new game was started either through a quest or a "console" I assume (which I was too lazy to get to work). However looking through character definitions I couldn't find anything that sets tags. This means that either characters were not updated to use tags or were intentionally not given any.

Is there a method that can add/remove tag skills from a persistent character in a characters set? I am not sure how tags are stored actually but 16bit value would work.
 
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You mean character officer type? Indeed many quest characters do not have that set quite correctly.

But you don't need to dive into the code to change that. Just use the button in the F2> Passengers menu.
 
No I mean skills that increase at a rate of 1.25 instead of 1. I don't actually know what you call those, just using Fallout terminology. I should have been more clear on that.
 
Ah! Indeed I can imagine those making very little sense.
I do not have access to my game files until tomorrow late evening, but the related code looks something like ch.(skillName).bonus = 1.25; .
Here skillName would be one of the ten skills and probably written without those brackets.
 
Yeah this is what I was wondering about, makes sense. It also means that tag skill can be set to anything which can allow special quest characters to have say a 1.5 multiplier. I am going to try to set it to " .skill.Grappling.bonus = "9001.25"; " :)
Also now that I think about it, why are strings used for numeric values?
 
Insane numbers for skill bonus? Should theoretically work. Could be interesting too!
I wonder what happens if you try a NEGATIVE value. LOL!

The game code stores all attributes in the code as a string.
So whether you add those quotation marks or not does not make a difference.
 
It should be up to a parser. Strings must be parsed! I never had access to logic of a game I really enjoyed. For example I am very much wasted right now watching 2 fleets of ships going at it. (ARRRrrr) Enjoying it. And telling my bitch if a twin sister to move the ship because entire area is in foam. Oh wait... I am supposed to be a navigator... Why are they shooting at us?!?

P.S. Navy Sloops are awesome.
 
I am going to go suicidal and try to board a big warship. I want to be able to press space bar and see things pull up a white flag. Screw all that maneuvering. My gunner is at 8/7 and has almost all skills gunner should have. No more sloops. I'll try to board a frigate if I can find one. Frack you France.
P.S. No offense to France but I think they have the best ships at that time. We are at war anyways. Let the green flag fly.
 
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Just a friendly reminder to hold the cussing down a bit. :rumgone There are players of all ages and nationalities here.
 
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