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Devil's island

I imagine shore locations could be added... they don't have to be `quick-sail`-to spots or even accessible from the sea at all. I thought of the Douwesen shipwreck because I don't think you can get to it at all by sea, only by land.
 
Smithee, I'll have to go check Screwface's version of KR, it'll have to be tomorrow cause it's on a different computer, but for all I know Screwface put the Douwesan shore you mentioned on KR. I was running around the caves he put in, and trying to see if you could get into, and back out again of the temple.
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />

Rico, I think that Screwface's change enables you to go to the Animist's cave on Isla Muelle, even if you haven't done the "Missing Children" Quest. I don't think it adds the location to KR, but I'll check.
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
 
Good idea! <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 recall that Catalina the Pirate was working on some new skins for the Animist's Lair, to make it more like a pirate hideout. Who knows? Maybe there will be a collaboration between Screwface and Catalina down the line.
 
Devils Island

Sir ChristopherMings, still a minor problem with KR.

On a clean Build 11 I installed:

1) FBQ: ok
2) Kieron shipberthing: ok
3) KR: its possible to go to KR and explore the jungles if I chose to play an old savegame (and reinit).
But its not possible to start a completely new game. All gets black as the night.
Which of the alternatives discussed above in the Reinit file did you finally use?
 
You're experiencing a problem very familiar to me, Jack. I can never tell which mod f*cks up my game (and it may be a different one every time), but it f*cks it up good - I have to completely `re-install` everything, every time.

I don't even know if it's an irreversible bug in some code somewhere, or it happens when I screw up a model or texture or other file... Like I said, I think it's different every time.
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Sir ChristopherMings, still a minor problem with KR.

On a clean Build 11 I installed:

1) FBQ: ok
2) Kieron shipberthing: ok
3) KR: its possible to go to KR and explore the jungles if I chose to play an old savegame (and reinit).
But its not possible to start a completely new game. All gets black as the night.
Which of the alternatives discussed above in the Reinit file did you finally use?<!--QuoteEnd--></div><!--QuoteEEnd-->

Jack Rackham,
I did the same set up: Install, Install the Build, Install the FB quest, and then Kieron's Ship Berthing, followed by the Khael Roa mod and it worked. I didn't have a previous save game on the computer I set this up on, I could only start a new game.

I'm thinking that the section I added, to get into and back out again of the temple may be causing the problem because I did not add this text to the reinit file when I started my new game:

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";

After reading your post, I went ahead and added it to the Reinit C and then I got the same result that you did; the screen goes black when I start a new game. Keep in mind that I set up the code above to be able to get in and out of the temple in an old save game and maybe it throws things off in a new game. I'm glad to hear it works in an old save game, I haven't had time to try it yet with my old game set up and I haven't loaded Kieron's Mod yet.

Here is something to try that may serve as a workaround until Screwface gets back:

Start the game, load a saved game, when the game is loaded hit F1 and start a new game. This worked for me when I tried it.

Let me know if this doesn't work for you, Thanks!

Rico, your unconditional support warms the very cockles of my heart. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
Devils Island

Rico, I don`t like your attitude and will open fire as soon as the guns are reloaded.
 
Jack Rackham,
Did the workaround I suggested work for you?

Since my last post I have done a complete reinstall and gone through all of the steps, and now I get the blackout when I start a new game. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_twisted.gif" style="vertical-align:middle" emoid=":twisted:" border="0" alt="icon_twisted.gif" /> It's got to be something in the reinstall because it will let me start a new game as long as I load up a saved game first, and then press F1 and start a new game then. The biggest question I have regarding this is; how did I get it to work the first time? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/huh.gif" style="vertical-align:middle" emoid=":huh" border="0" alt="huh.gif" />

Aside from Screwface, I think you and I are the only ones who have seen the locations in the KR Mod, isn't it cool?

Rico,
You've mentioned that you haven't attempted to do any modding on your own, so I think I better tell you something you may not know.

There is a disease that is contracted by people who try to modify POTC, it's called "Modus Dementia" and it manifests itself by making people stare at computer screens filled with code for hours on end, and intermittently scream out, "Why don't you work, you friggin' computer!"

I have only attempted to do small modifications myself, but even with my limited exposure to modding I can feel the symptoms spreading. The condition it casuses is chronic because every now and then you are able to make the code do what you want and you are rewarded by an overwhelming feeling of `Nirvana-like` bliss that instills within you the desire to change something else in the game. Another side effect is that it raises your sense of esteem for the people who do this stuff all the time, and it makes you appreciate the people who put the builds together even more.

You may want to bear this in mind, especially when you are posting in the modding section, you never know when your innocent posting will rub a code blinded modder, suffering from "Modus Dementia" the wrong way. <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" />

On that note I think the three of us could use some rum.... <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" />
 
Here's some rum! <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" />

Here's some more rum... <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" /> <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" /> <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" /> <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" />

Here's Modus Dementia --> <img src="http://www.ganotherapyusa.com/extras/modding.gif" border="0" class="linked-image" />

I'd dig into this project myself, but I've got my own dilemmas staring me in the face as I try to "fix" Danielle... Finally got her talking to me... Now to figure out the rest of this - to make her "`fire-able`" and "mortal", or let her go on her way or stay with your crew...

Actually since I've finally beat the main quest I'm in a position to test this mod... So maybe I'll do that if I can find some time... <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" />

I think it's great that you've got this going - it's something we've needed, and I'm looking forward to seeing it working so we can finally do something with that island besides look at it, sigh, and go back to visiting our same old haunts... SO... WTG!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Devils Island

Sir CristopherMings, well that was an answer!

Rum`s fine for me, how about you Rico?

A little testing: I´ve tried with or without the "maze" textblock and the results are the same:

New game: Black

Savegame, i, new game: Not possible to pickup items in tutorial.

Savegame, i, new game, skip tutorial: No anchor symbol on KR.

Savegame: KR ok!

Notes: the savegame must be after the french attack on Oxb.
the line with "global" in the first textblock is on in both cases.
 
Arghh, it be back to the drawing board, as they say. Maybe when Screwface gets back he'll have some insight on how to set things ups so it doesn't mess with a new game. I'm still trying to figure out why it worked for me, I can only figure that not having any previously saved games had something to do with it. I'm gonna start again from scratch and see what I can find.

But Jack Rackham, you haven't answered my question, what do you think of KR with Screwface's additions? I think there is a lot of potential there.

Sorry, Rico, didn't mean to cast any aspersions on your modding expertise, it wouldn't surprise me to find that your technical expertise far outstrips my own, just trying to shed some light on why you might have gotten the reaction you did. Looking forward to seeing what you come up with. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
Re: Devils Island

<!--QuoteBegin-Jack Rackham+--><div class='quotetop'>QUOTE(Jack Rackham)</div><div class='quotemain'><!--QuoteEBegin-->Sir CristopherMings, well that was an answer!

Rum`s fine for me, how about you Rico?

A little testing: I´ve tried with or without the "maze" textblock and the results are the same:

New game: Black

Savegame, i, new game: Not possible to pickup items in tutorial.

Savegame, i, new game, skip tutorial: No anchor symbol on KR.

Savegame: KR ok!

Notes: the savegame must be after the french attack on Oxb.
the line with "global" in the first textblock is on in both cases.<!--QuoteEnd--></div><!--QuoteEEnd-->

Hi,

I came back today and i have just read all the posted messages since i left. It seems there are some "collateral harms" in the KR mod. I have done your little testing too and i have the same bugs. :x

Screwface.
 
Good idea Rico, but this is what I get:

-----------------------------------------------------------
Error summary
-----------------------------------------------------------
Error.log
-----------------------------------------------------------

-----------------------------------------------------------
Compile.log
-----------------------------------------------------------

-----------------------------------------------------------
System.log
-----------------------------------------------------------

Interestingly enough, the game actually does start, if you press F2, you get all of the character screens, However, subsequently pressing "i" causes a CTD.

I'm glad you're back Screwface, (or if you're just checking in, good to see you,) it gives me a chance to reiterate my earlier posting; The areas that you added to KR are just fantastic! Great work! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->And for what in the devil's name did you apologize for?<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks Rico, you're a good old salt! <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" />
 
Good, Screwface is back. But where's RobC, with his wonderful blacksmith? I thought he was only supposed to be gone a week...

When the black screen plague strikes me down and I run the ModHelper, the error log produced is a text file reaching well into the megabytes range in size. I wager it's different little errors, of the location kind, causing each one.

I wish this had a cure. I'm really getting burnt out on `full-reinstalls`.
 
I've found the cause of the blank screen, it seems it comes from the include and the initlocations() i 've added in the reinit.c
When you start a new game, there is something who isn't "understood" by the game in my code because all the islands seems to be initialized after the begining of the game. that could explain why it works when you load a savegame. I've certainly forgotten a part of code in the reinit.

Screwface.

Note: Sir Christopher, i don't understand the sense of your earlier posting ? (My english is basic sometimes) <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/ib012.gif" style="vertical-align:middle" emoid=":cry" border="0" alt="ib012.gif" />
 
Screwface, which posting?
The stuff about getting a CTD, a Crash To Desktop?

Or the stuff about how great I think the sections you added to Khael Roa are?

Glad to clarify, there are plenty of people here that will tell you my english is never basic. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.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" />
 
Devils Islands

Hello, now I´ve explored the KR jungles. THANK YOU Screwface for a completely new island. It certain has great expansion possibilitys in the future. Like your idea of reusing already existing materials.

Even though I don´t know a shit about code (or computers) I think the "fever" you´re talking about sirChris. has struck me. Now I´ll spend the rest of my vacation trying to figure out how these new combinations were put together.

Is there a new (not reused) cave location now on KR or have I just missed it in the game?
 
Hi,

I think i've understood where the bugs are coming from. It's because the initlocations() reinitializes all the locations of the game including the boarding location so after the reinit, your tutorial deck becomes a simple "Boarding cabin" and then you can't pick up the items and you can't open your chest.

I think the solution is to create a specific initlocations() and its own "key hit" we would hit after the tutorial when we land on oxbay port.

Screwface.
 
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