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Need Help Tavern From Potc in Coas

Myth

Freebooter
Good evening. Wrote a script that adapts the light of the old locations for the POTC IN COAS. Put the textures of locations in a separate folder. I began to move the locations. When you move a two-story tavern - I get a bug that the picture. Locator in front of the main character there. The locator for these characters stands at the bottom, checked through the debugger. A character on top! Almost the entire second floor suffers from this problem.
 

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Do the locators you are trying to use exist?
The only explanation I can think of is if the characters are at the (0,0,0) coordinate.
 
Suddenly rings a bell. I think PotC and CoAS handle their "multiple floors" differently.
We've once had the opposite problem: Characters in an AoP/CoAS dining room would sit on top of the table.
Must be an engine issue and as far as I'm aware, nobody ever found a solution. :facepalm
 
Suddenly rings a bell. I think PotC and CoAS handle their "multiple floors" differently.
We've once had the opposite problem: Characters in an AoP/CoAS dining room would sit on top of the table.
Must be an engine issue and as far as I'm aware, nobody ever found a solution. :facepalm

you have problem with this location?
 

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There is some stuff about this problem in this thread from about here,
Fixed - Drinking and Gambling at the Tavern

basically we stripped out some locators which had problems as to which level the character was placed upon. Further on it refers back to the dining table scenario.



and a bit more here

WIP - Black Barts Playtesting thread for Build 14 Beta 4 WIP (ver:18 Jan 2016)

this time with an amended locator in post 14 for the stock tavern position in question.

NB sit2 and sit11 have been changed to candles group from sit group for POTC NH purposes so you would need to revert them for normal use.
 
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My good friend had a solution to your problem. I do not know what he changed in these two files. But I hope you understand.

locations[n].models.day.charactersPatch = "BigHouse04_patch_x";
locations[n].models.day.locators = "BigHouse04_locators_x";
//Night
locations[n].models.night.charactersPatch = "BigHouse04_patch_x";
locations[n].models.night.locators = "BigHouse04_locators_x";

My problem still a live. More precisely, it has changed a bit: now there are not enough pair locators, that is places where the main character can sit. When transferring taverns, I corrected this by shifting the locators to the edge of the bench. I'll try to correct this disadvantage by adding locators to the two tables to the left of the entrance. If someone understands in maya and can help - I will be grateful.
 

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As for my problem: I fixed 2 more locators and it was all right: 4 pair and a few single. But if someone can fix the location, it would be awesome. I will then add locators for the tables on the left, for the tables on the right and on the second floor. Additionally, I renamed the locators for officers into ordinary ones, and three ordinary locators for locators for officers - since they are closer to the door. In addition, it was necessary to change the locators around the tables - otherwise the waitress is standing still.
 
My good friend had a solution to your problem. I do not know what he changed in these two files. But I hope you understand.

That looks encouraging maybe that location will see good use in POTC NH yet!
 
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I have already imported it to POTC NH but didn't notice about the sitting issue. It's called "dining_room".

Yeah just discovered that looking through RESOURCES, I should have guessed you already had it in Woodes Rogers and was coming here to mention it when I saw I was Ninja'd again..:ninja Still it's nice to see the amended ptc and locators for sitting.
 
One of my friends found the cause of the problem: the patch of walking on the second floor is layered on the patch of the first floor walk. You need to edit the location model.
 
Attached the file to the message. The bug of this tavern has been fixed. Locator on the first floor works correctly.
 

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