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Included in Build Asking for Directions Unlocks Fast Travel

@Bartolomeu o Portugues has been REALLY hard at work and almost all towns are done as per the opening post!
This does seem to be a first: The English ones will be the LAST to be completed, rather than the first as is usually the case. :rofl

It is just Oxbay, Greenford and Redmond now; two of those are assigned to @salonikasurf and one current unassigned (Greenford).
 
Now included in my game as well!
Opening post updated accordingly; all towns have been done. Thread marked as "Included in Build".
Will be added in the next update. Thanks @salonikasurf for both starting and finishing this. :cheers

If anything does seem wrong during testing for specific reloads in specific towns, those will need to be double-checked.
But we know this should work in theory and in the towns that we already tested, so I think it is OK.
 
Pieter - only testing will tell as in some of my early tests the fast travel didn't show up immediately all of the time?? But it was there if you tried again.
 
Pieter - only testing will tell as in some of my early tests the fast travel didn't show up immediately all of the time?? But it was there if you tried again.
Wait, what? I tested the Kralendijk one I did and that one got unlocked immediately upon asking about it.
All the other ones done by @Jack Rackham, @Bartolomeu o Portugues and myself are set up in an identical way.

Though if the .l# or location IDs don't match up, it may not work. Or it may work for something else instead of the one intended.
So indeed testing would be required to determine the specific ones that don't work.

Basically, if it doesn't immediately work, probably there is a mistake with that particular one.
For that reason I'd suggest trying only one unlock at a time, check if that one works, then do the next one.

I'll reopen this issue in the meantime and mark it for "Required Testing".
 
Pieter,
I have checked again no errors in the code changes that I can see.
But.....
Something is different in Oxbay as I get all fast travel destinations anyway - I didn't check if the fast travel was already enabled before I did the code changes. Realistic Mode should have prevented this but it may be something to do with starting the game with the tutorial in Oxbay even though I laid off Malcom as soon as I landed. Can't check anymore tonight - will have to wait till the weekend again.
 
Something is different in Oxbay as I get all fast travel destinations anyway - I didn't check if the fast travel was already enabled before I did the code changes. Realistic Mode should have prevented this but it may be something to do with starting the game with the tutorial in Oxbay even though I laid off Malcom as soon as I landed. Can't check anymore tonight - will have to wait till the weekend again.
It could be that "completing" the tutorial (which also happens if you skip it) unlocks the fast travel.
Start a new game on another storyline with Realistic Game Mode to double-check if it is indeed OK there.

@Jack Rackham also found some Fast Travel locations in other towns that were enabled at game start but weren't meant to be.
That turned out to be a typo in the location init files so that the line that disabled the fast travel didn't actually apply to the correct reload. :facepalm
 
This feature is now finished and ready for testing and play as per this update: Mod Release - Build 14 Beta 4 Internal WIP For Testing | PiratesAhoy!
Special thanks to @salonikasurf for the idea; it was a good one! :onya

When you guys play on Realistic Game Mode, please keep an eye out for reloads that are already enabled at game start
OR that aren't properly unlocked through their applicable dialog options!
 
:ahoy


Have tried this - Cayman works OK. :onya

But in Speightstown - only the shipyard is activated - it is also activated if I ask for the Tavern or the Store. :(


:drunk
 
Thanks for catching, @Talisman! Indeed the code there looked wrong.
Extract attached to PROGRAM\DIALOGS and see if that does better.
 

Attachments

  • Oxbay citizen_dialog.zip
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