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    Maelstrom New Horizons


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CCC's SWAK & Stormy Start mod

<!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->Yay for Most Extreme Elimination Challenge version of POTC. Here's my thought on how these things should be available: I've noticed an awful lot of trapdoors and things in various models, like in the floor or behind staircases... they're eithere modelled in or textured, but none of them are used. We should set up a whole underground network of contraband goods and weapons.

And I may make some new models for the items... like, do you think a smaller dagger for throwing would be better?[/quote]
Sounds great, but do it only if you can really spare the time and your many other open projects are not being delayed by that. Don't want FdF castle being delayed because of the SWAK <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
<!--`QuoteBegin-dHerblay`+--><div class='quotetop'>QUOTE(dHerblay)</div><div class='quotemain'><!--QuoteEBegin-->IS it ok for download and play now??

Thanks! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />[/quote]
It seems to work ok for several people. But as I am only an amateur modder I can of course not guarantee that there may not be an occaisional bug left.
But if you download and test it now and post your feedback you can help it to become better, and your ideas may find their way into the publication. I can't promise that I can include every idea, but I promise that I will listen <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

And if you make a backup copy of your program folder you are safe in any case.
 
Aaaargh. I don't understand what I should change! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
There are smugglers in the Khael Roa labyrint, but if I understand the code correctly (which, obviously, I don't) there should only be skeletons, monkeys and indians. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/ohmy.gif" style="vertical-align:middle" emoid=":eek:" border="0" alt="ohmy.gif" />
 
FAIK Jack Rackham made some changes to the encounters in connection with his great "Devil's Island" mod. Maybe he can help.
 
<!--`QuoteBegin-CouchcaptainCharles`+--><div class='quotetop'>QUOTE(CouchcaptainCharles)</div><div class='quotemain'><!--QuoteEBegin-->But please do not just overwrite the old codelines but outcomment them ( // ) And please comment your changes  :)[/quote]All I did was remove the code that was added just for testing, such as being given all SWAK weapons when skipping the tutorial and your sword and pistol not being equiped. I also moved the settings back into BuildSetting.h, but that is just for myself. I don't like my settings in multiple files. I doubt it causes any compatibility issues when adding them in the same file though...
Oh: And I set the Blunderbuss to unbuyable.
Are these changes worth outcommenting? I made them since I thought these just should be that way when just normally playing the game. However, they could of course come in handy when testing...
 
<!--`QuoteBegin-Pieter` Boelen+--><div class='quotetop'>QUOTE(Pieter Boelen)</div><div class='quotemain'><!--QuoteEBegin-->There are smugglers in the Khael Roa labyrint, but if I understand the code correctly (which, obviously, I don't) there should only be skeletons, monkeys and indians. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/ohmy.gif" style="vertical-align:middle" emoid=":eek:" border="0" alt="ohmy.gif" />[/quote]I think the code allows skeletons to be set back into the game, but they will only be in dungeons - not at Khael Roa or at night in the jungles or in other caves. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
Installed the new swak this afternoon. I see there's a questbook entry now, I like that. And thanks for fixing the blacksmith money problem... though I agree with Pietr, can the money be taken from personal instead of group wealth?

I didn't play long but I did get this problem: After installing, I went back to an old saved game (in which, alas, I found the best ship ever... never have I had a more lovely, versatile vessel. Even the `computer-generated` name was perfect - Inconnue, a francaise. And the most lovely blue... looked splendid with torn crimson sails emblazened with a while skull and bones) and all the controls were wrecked. I walked backward instead of forward, and sideways instead of backward, etc.... and the mouse cursor was stuck to a narrow vertical band in the middle of the screen. Maybe it has nothing to do with the swak (newly started games were fine)... but did anyone else find this?
 
I didn't have that problem, but using an old savegame caused a CTD when I tried to enter the Conceicao city gate. You just have to start a new game. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

Pieter, I tested your integration mod, looks pretty good from my end, did not get much time to try it, but things seem to be running smoothly. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> I can't tell you how great it is that you've done this. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->All the controls were wrecked. I walked backward instead of forward, and sideways instead of backward, etc.... and the mouse cursor was stuck to a narrow vertical band in the middle of the screen. Maybe it has nothing to do with the swak (newly started games were fine)... but did anyone else find this?[/quote]Try and resetting the controls to default (with your keyboard using the arrow and enter keys; the mouse won't work). It's the exact same problem I have when using an older savegame. Hope that helps...
 
<!--`QuoteBegin-Pieter` Boelen+--><div class='quotetop'>QUOTE(Pieter Boelen)</div><div class='quotemain'><!--QuoteEBegin-->All I did was remove the code that was added just for testing, such as being given all SWAK weapons when skipping the tutorial and your sword and pistol not being equiped.  
...
Oh: And I set the Blunderbuss to unbuyable.
...[/quote]
That makes sense, as it would have been necessary for a later buildintegration anyway <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

<!--`QuoteBegin-Pieter` Boelen+--><div class='quotetop'>QUOTE(Pieter Boelen)</div><div class='quotemain'><!--QuoteEBegin-->..... I also moved the settings back into BuildSetting.h, but that is just for myself. I don't like my settings in multiple files. I doubt it causes any compatibility issues when adding them in the same file though...
...[/quote]
That also makes sense from "technical" point of view, but for our "customers" it might be a bit annoying. Cause if you overwrite the complete Buildsettings file the player will be forced to reinsert all his build settings after every download.
I allways try to keep my mods in small, seperate files so that I do no influence too much other code. Though that is of course not always possible.
 
Originally posted by alan_smithee:
All the controls were wrecked. I walked backward instead of forward, and sideways instead of backward, etc.... and the mouse cursor was stuck to a narrow vertical band in the middle of the screen. Maybe it has nothing to do with the swak (newly started games were fine)... but did anyone else find this?
--------------------------------------------------------------------------------

Seems that it can cause trouble if one changes the controls <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

I hope Pieter's suggestion helps. Otherwise it might help to copy your old init_pc back into the game.

If you think that this is a problem I can take all controllchanges out of the mod. That would only mean that the fastequipkeys won't always work.
 
<!--`QuoteBegin-CouchcaptainCharles`+--><div class='quotetop'>QUOTE(CouchcaptainCharles)</div><div class='quotemain'><!--QuoteEBegin-->That also makes sense from "technical" point of view, but for our "customers" it might be a bit annoying. Cause if you overwrite the complete Buildsettings file the player will be forced to reinsert all his build settings after every download.
I allways try to keep my mods in small, seperate files so that I do no influence too much other code. Though that is of course not always possible.[/quote]True, very true. But otherwise you'd need to add a new settings file for every new mod that needs settings, right? Wished we could somehow add extra lines to already existing files, so they won't overwrite. I know the PotCModPatcher utility could do that...
Anyway: Since there already was a BuildSettings.h file in my download meaning it would already overwrite the settings anyway, I thought it might be better to just add your settings too. But if you'd prefer having seperate files, I can change it again. Maybe I can also add the `non-SWAK` post Build 12 settings to BuildSettings_2.h; then the old settings would be kept for sure.
 
Aaaah! So once the blunderbuss goes boom you cant get it again??

*wails* <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
Wouldn't it be good if each mod dropped its settings file into a special directory, and the installer would start a program which copied all those together into one file that would then be read by the game ?
Something along the line was originally proposed by Scheffnow, and I think it makes much sense.
Mad Jack, could that be done ?
 
<!--`QuoteBegin-Cap`'n Archibald McNil+--><div class='quotetop'>QUOTE(Cap'n Archibald McNil)</div><div class='quotemain'><!--QuoteEBegin-->Aaaah!  So once the blunderbuss goes boom you cant get it again??
[/quote]
The blunderbuss that <b>I </b>made misfires in about 5% of all shots. Then you must get a new one.

But you don't have to have that with <b>YOUR</b> blunderbuss as well. After all, this is an ASSEMBLY KIT that allows you to change the weapons or design your own ones.
Just open itemsinit_items.c and set itm.misfire to 0.
 
<!--`QuoteBegin-Pieter` Boelen+--><div class='quotetop'>QUOTE(Pieter Boelen)</div><div class='quotemain'><!--QuoteEBegin-->
But if you'd prefer having seperate files, I can change it again. [/quote]
I think that will be better for the time being, cause I just remember something else: if someone downloads your file first and a SWAK update later there will be double #defines cause my buildsetting2 would be put beside your common buildsetting with the same #defines. I bet the program won't like that.

Let's wait with combining those files until we make a combined Buildupdate <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->. And thanks for fixing the blacksmith money problem... though I agree with Pietr, can the money be taken from personal instead of group wealth?
[/quote]
It can:
The "partygold" is the attribute .money, while the personal gold is .wealth.

So we must only replace MainChar.money with MainChar.wealth in the blacksmith dialogs, once here

// Get the player's money (as int)
int PlayerMoney = sti(MainChar.wealth);


and a second time here:


// Make the player pay
PlayerMoney -= makeint(GetBladeUpgradePrice(BladeID, GetBladeQualityByID(BladeID), QUALITY_EXELLENT));
// ccc added makeint cause you can't calc with strings
MainChar.wealth = PlayerMoney;


That's all. (It is not necessary to change the variablename PlayerMoney ) I'll put this in the final version.
 
Kickass. And don't worry about the controls... I start new games constantly anyway.
I had the same problem this time as last, a C++ error because of some lines in character_utilities.c involving nation relations... I had to replace some new text about flag selection with an older passage. Everyone else must have some additional mod that I don't?
 
Love watchin' ye guys clobberate so well tewgither! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
Yes indeed, Fred Bob! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> THIS is the way it SHOULD BE!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/blush.gif" style="vertical-align:middle" emoid=":eek:ops" border="0" alt="blush.gif" /> (but I can barely keep up with it all!) <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
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