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Devil's island

Screwface

Flibustier
Storm Modder
I've found a way to expand the jungles of Khael Roa by "reusing" jungles locations of the others island but at this time it's impossible to add shore locations. my idea was to reuse the shore of leviathan rock to create a secret passage to another jungle section with its hidden entrance of a cavern but that's impossible (it's propably because the shore locations are linked with the 3D model of its own island).
But if you don't use shore locations, it works with existing jungle locations of the others islands and i found a method to have no encounters on the locations that i reused.

For now, i have to restart a new game to have the new khael roa interior but i think it's possible to include the code in the reinit c.

I would like to create sometimes wild indians encounters on Khael roa to make it a little dangerous.

Something else, i have added some caverns on the island and i want to know if someone has infos about the possibility to add permanent chest in a cave (like in the cabin of the ship) or to create an interface to stock the captured goods on the island ?

Screwface.
 
Screwface, perhaps you should try using dungeon interiors (where there are chests and boxes and &tc) for part of your caverns...
 
Screwface,

I think this is a great idea! <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" />

Following our conversations last weekend, I have tried to `re-enable` landing on Khael Roa, both by tacking on your coding to an escort mission, and also by putting the code into the Reinit C Notepad. They both worked for getting onto the island, <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> but the departure locator is locked and I cannot cannot leave. Interestingly enough, I can go to the temple and then back to the shore, but I cannot get off of the shore onto the ship.

I'm putting the code you gave me here and if you have any suggestions on reneabling the to ship locator I would appreciate it. One more thing, I did the copy and rename the files in the KHAELROA1 folder and replaced all the files in the KHAELROA folder by the renammed files, I am playing with Build 11. Thanks

Island_SetReloadEnableLocal("KhaelRoa", "reload_1", true);
Island_SetGotoEnableLocal("KhaelRoa", "reload_1", true);
Locations[FindLocation("KhaelRoa_port")].reload.l2.name = "boat";
Locations[FindLocation("KhaelRoa_port")].reload.l2.go = "KhaelRoa";
Locations[FindLocation("KhaelRoa_port")].reload.l2.emerge = "reload_1";
Locations[FindLocation("KhaelRoa_port")].reload.l2.autoreload = "0";
Locations[FindLocation("KhaelRoa_port")].locators_radius.reload.boat = 9.0;
Locations[FindLocation("KhaelRoa_port")].reload.l2.label = "Sea.";
 
Sir Christopher, did you ever think you'd be doing this kind of thing? <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" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Sir Christopher, did you ever think you'd be doing this kind of thing?<!--QuoteEnd--></div><!--QuoteEEnd-->

Not in a million years, Lady Cat! <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" />

I just popped back in because I found a way to make it work in a game where you've already completed the main quest. Following my last post, I tried the set up in a new game, and it worked fine, invisible barrier notwithstanding, and this I took as a good sign because I hadn't `mis-coded` anything.

Putting the following into the Reinit Notepad, I put it near the end of the pad, enables you to sail to Khael Rhoa, land your ship, go and look at the temple, and then get back onto your ship and sail on your merry way. If you go into the temple, at this point, you cannot get out again.

Island_SetReloadEnableLocal("KhaelRoa", "reload_1", true);
Island_SetGotoEnableLocal("KhaelRoa", "reload_1", true);
Locations[FindLocation("KhaelRoa_port")].reload.l1.disable = 0; <----added this line
Locations[FindLocation("KhaelRoa_port")].reload.l2.disable = 0; <----added this line
Locations[FindLocation("KhaelRoa_port")].reload.l3.disable = 0; <----added this line
Locations[FindLocation("KhaelRoa_port")].reload.l2.name = "boat";
Locations[FindLocation("KhaelRoa_port")].reload.l2.go = "KhaelRoa";
Locations[FindLocation("KhaelRoa_port")].reload.l2.emerge = "reload_1";
Locations[FindLocation("KhaelRoa_port")].reload.l2.autoreload = "0";
Locations[FindLocation("KhaelRoa_port")].locators_radius.reload.boat = 9.0;
Locations[FindLocation("KhaelRoa_port")].reload.l2.label = "Sea.";

I'm not sure you need all three lines, but I will do some more playing around with it to see. All I know is that it works. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

I may have to see if I can get the ship and the skiff to make an appearance, or maybe I'll see if I can get one of the teleporters to send me back to the beach. Thanks again, Screwface! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_praise.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="icon_praise.gif" />
 
<!--`QuoteBegin-SirChristopherMings`+--><div class='quotetop'>QUOTE(SirChristopherMings)</div><div class='quotemain'><!--QuoteEBegin-->Screwface,

I think this is a great idea! <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" />  

Following our conversations last weekend, I have tried to `re-enable` landing on Khael Roa, both by tacking on your coding to an escort mission, and also by putting the code into the Reinit C Notepad. They both worked for getting onto the island,  :onya  but the departure locator is locked and I cannot cannot leave. Interestingly enough, I can go to the temple and then back to the shore, but I cannot get off of the shore onto the ship.

I'm putting the code you gave me here and if you have any suggestions on reneabling the to ship locator I would appreciate it. One more thing, I did the copy and rename the files in the KHAELROA1 folder and replaced all the files in the KHAELROA folder by the renammed files, I am playing with Build 11. Thanks

Island_SetReloadEnableLocal("KhaelRoa", "reload_1", true);  
Island_SetGotoEnableLocal("KhaelRoa", "reload_1", true);  
Locations[FindLocation("KhaelRoa_port")].reload.l2.name = "boat";  
Locations[FindLocation("KhaelRoa_port")].reload.l2.go = "KhaelRoa";  
Locations[FindLocation("KhaelRoa_port")].reload.l2.emerge = "reload_1";  
Locations[FindLocation("KhaelRoa_port")].reload.l2.autoreload = "0";  
Locations[FindLocation("KhaelRoa_port")].locators_radius.reload.boat = 9.0;  
Locations[FindLocation("KhaelRoa_port")].reload.l2.label = "Sea.";[/quote]

Hi,
I don't understand why your departure locator is locked because that section of code :

Locations[FindLocation("KhaelRoa_port")].reload.l2.name = "boat";
Locations[FindLocation("KhaelRoa_port")].reload.l2.go = "KhaelRoa";
Locations[FindLocation("KhaelRoa_port")].reload.l2.emerge = "reload_1";
Locations[FindLocation("KhaelRoa_port")].reload.l2.autoreload = "0";
Locations[FindLocation("KhaelRoa_port")].locators_radius.reload.boat = 9.0;
Locations[FindLocation("KhaelRoa_port")].reload.l2.label = "Sea.";

restore the departure locator and unlock it. Use the reinit C method. The code works with my game but i haven't completed the main quest. And you ?

The copy of KhaelRoa1 model in KhaelRoa allow to disable the blocking rock of the bay entrance but we can't enter the island without the fast travel so i wonder if in the final quest, after the battle with silehard, can we go to the shore by sailing without the Fast travel ?

Screwface.
 
I think our emails just passed by each other like ships in the night.
I was trying to apply your code to a game where I had already completed the main quest, and thanks to your help, I got it working. On to the next set of questions.
I'm looking forward to hearing about your progress on adding new areas to the island, I especially like that you want to keep it more of an isolated location and not a town. It strikes me as being sort of like Captain Nemo's hideout or work shop, rather than another port of call.

I don't want to tell you what happens at the end of the main quest, but when you see it, I think you'll gain a greater appreciation for your accomplishment here, I was highly skeptical that any of this would work at all, based on what I had seen of it from the main quest.
<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" />
 
I've done it. i have expand the jungles of Khael Roa and add some desert caves only by reusing the locations of the others islands. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/pirate3.gif" style="vertical-align:middle" emoid=":p2" border="0" alt="pirate3.gif" />:
I also have disabled the classic land encounters on the "new" places and replace them by random encounters with wild monkeys (by reusing ghost monkeys) and indians (by reusing the mummies).

But the code is too heavy. i can't write it here. I have modified 3 files so if someone is interested to test my new Khael Roa, i could make a rar with the 3 files and upload it somewhere. But i'm new here and i don't know how and where upload the rar.

Screwface.
 
Wonderful, Screwface!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

Here are instructions on using the PiratesAhoy! FTP:

<a href="http://forum.piratesahoy.net/ftopic978.php" target="_blank">http://forum.piratesahoy.net/ftopic978.php</a>

You can archive your files and upload it there to share it with all of us! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Ok, i've uploaded my file <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/ohmy.gif" style="vertical-align:middle" emoid=":eek:" border="0" alt="ohmy.gif" />

All suggestions, criticisms or modification ideas will be welcome.

Now it would be cool to add the possibility to stock goods, gears and gold in the Hideout. I see the thing like in the stores. Why not put a man standing in the Hideout (a crew member). Like in the stores, When you'd talk to the man, he would ask you if you would stock goods or gears and gold (your loot). Interface would be the same like in stores but you wouldn't have to pay and of course, the first time the stock would be empty.

The problem is my knowledges of the game code are too limited at this time to do that so if someone have some ideas.... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mellow.gif" style="vertical-align:middle" emoid=":|" border="0" alt="mellow.gif" />

Screwface.
 
It doesn't seem to work. I only get a blank screen, than a CTD. I tried starting out at the KR port first, then at another island, but even then it was a black screen upon startup.
 
Got it, I'll take a peek at it later... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
I may have to try your mod as well, Screwface, it doesn't get rid of them Inca Temple, right? It adds new locations to the island.

The reason I'm asking is because I figured out how to open the door so you can go into the temple and then come out again. I also cleaned up the coding lines for being able to land at Khael Roa in a game where you have completed the main quest.

In the Reinit Notepad:

}
Island_SetReloadEnableLocal("KhaelRoa", "reload_1", true);
Island_SetReloadEnableGlobal("KhaelRoa", true);
Island_SetGotoEnableLocal("KhaelRoa", "reload_1", true);
Locations[FindLocation("KhaelRoa_port")].reload.l1.disable = 0;
Locations[FindLocation("KhaelRoa_port")].reload.l2.disable = 0;
Locations[FindLocation("KhaelRoa_port")].reload.l3.disable = 0;
Locations[FindLocation("KhaelRoa_port")].reload.l2.name = "boat";
Locations[FindLocation("KhaelRoa_port")].reload.l2.go = "KhaelRoa";
Locations[FindLocation("KhaelRoa_port")].reload.l2.emerge = "reload_1";
Locations[FindLocation("KhaelRoa_port")].reload.l2.autoreload = "0";
Locations[FindLocation("KhaelRoa_port")].locators_radius.reload.boat = 9.0;
Locations[FindLocation("KhaelRoa_port")].reload.l2.label = "Sea.";

Island_SetReloadEnableLocal("Maze", "reload_1", true);
Island_SetGotoEnableLocal("Maze", "reload_1", true);
Locations[FindLocation("Labirint_1")].reload.l1.disable = 0;
Locations[FindLocation("Labirint_1")].reload.l1.name = "reload27";
Locations[FindLocation("Labirint_1")].reload.l1.go = "Temple";
Locations[FindLocation("Labirint_1")].reload.l2.go = "KhaelRoa";
Locations[FindLocation("Labirint_1")].reload.l1.emerge = "reload2";
Locations[FindLocation("Labirint_1")].reload.l1.autoreload = "1";
{

and of course hit the "i" key when you start your game.
 
<!--QuoteBegin-alan_smithee+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->It doesn't seem to work. I only get a blank screen, than a CTD. I tried starting out at the KR port first, then at another island, but even then it was a black screen upon startup.<!--QuoteEnd--></div><!--QuoteEEnd-->

Perhaps the problem is due to a different version of the game. I have an european version and you ?
 
I see. I have the American version. Blast.

And now I've got more problems than this, which I'll detail in another post...
 
<!--QuoteBegin-SirChristopherMings+--><div class='quotetop'>QUOTE(SirChristopherMings)</div><div class='quotemain'><!--QuoteEBegin-->I may have to try your mod as well, Screwface, it doesn't get rid of them Inca Temple, right? It adds new locations to the island.

The reason I'm asking is because I figured out how to open the door so you can go into the temple and then come out again. I also cleaned up the coding lines for being able to land at Khael Roa in a game where you have completed the main quest.

In the Reinit Notepad:

}
Island_SetReloadEnableLocal("KhaelRoa", "reload_1", true);
Island_SetReloadEnableGlobal("KhaelRoa", true);
Island_SetGotoEnableLocal("KhaelRoa", "reload_1", true);
Locations[FindLocation("KhaelRoa_port")].reload.l1.disable = 0;
Locations[FindLocation("KhaelRoa_port")].reload.l2.disable = 0;
Locations[FindLocation("KhaelRoa_port")].reload.l3.disable = 0;
Locations[FindLocation("KhaelRoa_port")].reload.l2.name = "boat";
Locations[FindLocation("KhaelRoa_port")].reload.l2.go = "KhaelRoa";
Locations[FindLocation("KhaelRoa_port")].reload.l2.emerge = "reload_1";
Locations[FindLocation("KhaelRoa_port")].reload.l2.autoreload = "0";
Locations[FindLocation("KhaelRoa_port")].locators_radius.reload.boat = 9.0;
Locations[FindLocation("KhaelRoa_port")].reload.l2.label = "Sea.";

Island_SetReloadEnableLocal("Maze", "reload_1", true);
Island_SetGotoEnableLocal("Maze", "reload_1", true);
Locations[FindLocation("Labirint_1")].reload.l1.disable = 0;
Locations[FindLocation("Labirint_1")].reload.l1.name = "reload27";
Locations[FindLocation("Labirint_1")].reload.l1.go = "Temple";
Locations[FindLocation("Labirint_1")].reload.l2.go = "KhaelRoa";
Locations[FindLocation("Labirint_1")].reload.l1.emerge = "reload2";
Locations[FindLocation("Labirint_1")].reload.l1.autoreload = "1";
{

and of course hit the "i" key when you start your game.<!--QuoteEnd--></div><!--QuoteEEnd-->

Thanks, i will try your code and i think it will works with my game.

For those who have an us version of the game, i don't know the structure of this version. I can't know if all the folders have the same name of the european version. Perhaps, you should to verify that and update my files with your version of the game. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Something else, i have restarted new games many times and in my current savegame, i haven't completed the main quest so i don't know if the final part modify the structure of the island but if it was the case, the reinit would normally "install" the new structure of the island after that.

Screwface.
 
I don't know, i'm waiting for answers of people who have us version and who have tried it.

Make a backup of the originals 3 files and after reinit, verify if it works. For more security, don't do a new savegame before the verification.
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Something else, i have restarted new games many times and in my current savegame, i haven't completed the main quest so i don't know if the final part modify the structure of the island but if it was the case, the reinit would normally "install" the new structure of the island after that.<!--QuoteEnd--></div><!--QuoteEEnd-->

I may start a new game to see if the changes affect the main quest adversely or not, I don't think it will, and something that occurred while I was playing the game last night makes me think that this is so; I had gotten rid of the save games that I was using to test getting back onto Khael Roa, and in and back out again of the temple and then back onto the ship. I was playing a save game, main quest completed, and having hit "i" to reinititalize, but when I sailed to KR I could do a "sail to" the shore, but no mooring anchor appeared.
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" />
I think you can imagine, after so much testing, my reaction to this and as it was getting late, I didn't have time to figure out the wherefore. I pasted back in the code you see above and tried it again and this time it worked fine. That's why I editied the above post with the code you see now.

Thinking about it more, I'm of the idea that if you sail in the world map to KR, after you get the "land ho" icon you need to reinittialize before you go to the "Sea Mode" and then can press "sail to". In short, <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> to get to KR you have to reinitialize every time before you attempt to land at the island.

I think this is possibly a good thing because it leads me to believe that our changes here will not interfere with the Main Quest, I'll try to do some more testing to see if my idea bears out.

I haven't tried your mod yet, haven't downloaded it, but I will. <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 have the English/American (?) "Not European" version of the game. I know this to be true because it only eats hamburgers. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":blah:" border="0" alt="tongue.gif" />
 
I am in a game now where I am near the end of the main quest - so I am going to work through to the end of the main quest before I test this mod... Because it's for *after* the main quest, right?
 
The folder names are the same... and I really don't see what could differ so much between the US/Euro versions, unless the Euro version uses funny words like Trolley and Programme and Colour and -TRE where there should be -TER. Bolly load, that.
 
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