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Devil's island

<!--`QuoteBegin-SirChristopherMings`+--><div class='quotetop'>QUOTE(SirChristopherMings)</div><div class='quotemain'><!--QuoteEBegin--> Fred Bob, per the Read Me, Kr gets disabled during the main quest, but a reinit brings it back. ( I'm thinking if you do a reinit after you talk to Brin in Redmond so the entire quest is completed, KR should be back.) I have an old save game from just before entering the inca temple and I sank the pearl and couldn't get back into KR either, but I didn't go to Brin and I'm thinking that the disable is still in effect until the main quest is completed. I'll give this a try tonight and see if this theory holds water. [/quote]Sir Chris, Fred Bob be usin' a similar save game last night dat starts on de beach at KR befer enterin' de Temple. After doin' de reinit bit, Fred Bob 'twas able tew visit de Secret Hideout, etc. an' later be enterin' de Temple, stealin' de Orb, an' sinkin' de BP! After sinkin' de BP, Fred Bob tried landin' widout success at KR. He den went tew QC tew refit and returned tew try it agin! No such luck! Cain't 'member at de moment wither Fred Bob tried de reinit bit after refittin' at QC. Fred Bob gave up an' went on tew Redmond tew collect de reward from Brin an' left off at de Frenchie Isle on de verge o' hirin' meself fer Further Nutty Thangs! 'Twill try de reinit bit tewnight an' let ye know how she goes! <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" />
 
My "Danielle Fix" runs right into this mod if you want to put the reinit after you talk to Brin... I have yet to finish this one up with regards to Clement, however when I find some time I will do so - and then perhaps you can look at incorporating this fix into the end of the KR enabling for the next build release... <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#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
WWWHHHHEEeeeee! It worked splendidly! I almost got lost in all the caves and jungles and stuff -- and so many evil zombie monkeys to kill!

Where did you find that one small cave, with the skylight in it? I've seen the model but I've never found it `in-game`. And it's a funny thing, nothing more, that the big rock still sits in front of the entrance, so the only way back out to sea is by `quick-accessing` the map mode. But I loved sailing through that narrow rocky place.

And Cat, how does it "run right into" the Danielle fix?

It's fun to be able to go there, but as it is I don't see an awful lot of incentive to visit... not till some indespensible feature is placed there, like some dudes or items you really need.

On that note, when I'm finished with my current batch I'll try and make a small quest where you have to host some fellow (modelled after the good doctor from "Master & Commander," a popular personality around here) on a scientific expedition to the island and through its jungles.
 
<!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->And Cat, how does it "run right into" the Danielle fix?[/quote]There is a part of Brin's dialog that triggers part of the Danielle fix... We just need to be coordinated if any dialog changes are made. Don't want one quest install to "break" another quest already installed. <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" />

This is very cool, I'm going to try taking a look at all of this tonight. Just made a new clean install of PotC and am installing my Fred Bob Quest and a couple of other things - and this one - so I can take a look at what you guys have been talking about. I'm very excited - this is really great!!!

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> <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" /> <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#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Originally posted by ME, the other day:

"I'd like also to see a HUGE underground city beneath IM or FdF, with long winding passageways emerging at different points in the city and around the island, and underground relics like a wrecked cathedral... maybe inhabted by tons of Akellians."

I also envisioned just now, if the graphics and coding for this could be done, coz it'd be hella cool... is an underground tunnel partially submurged in water. That is, if the water effect at shores could be duplicated... then you'd have to wade through some tunnels, and even swim beneath parts fully submerged.

I mean, now that we have Lara Croft as a PC, we HAVE to do this!
 
Fred Bob,
I think you would be proud of me, I practiced the Quaker Exploit at least four times going through the Khael Rhoa temple and maze.

My `Post-Brin` reinit theory did not hold water, however, I have found a way to be able to land at Khael Rhoa after the Main quest is completed.

In the KR_Reinit C file I added the following (about three fourths of the way down):

}
Island_SetReloadEnableGlobal("KhaelRoa", true); //<--I added this line
Island_SetReloadEnableLocal("KhaelRoa", "reload_1", true); // restore the access to Khael Roa beach (anchor icon)
Island_SetReloadEnableLocal("IslaMuelle", "reload_2", true); // restore the access to animist lair (bonus)
Island_SetGotoEnableLocal("KhaelRoa", "reload_1", true); // restore the fast travel to the KR shore (icon of the beach in sea mode)
Locations[FindLocation("KhaelRoa_port")].reload.l1.disable = 0; //<--I added this line
Locations[FindLocation("KhaelRoa_port")].reload.l2.disable = 0; //<--I added this line

This enabled me to go back to Khael Rhoa after I went to see Governor Brin and then pressed "i", which I couldn't do before in a saved game, where the main quest has not been completed.

Screwface, I know you're not crazy about "Island_SetReloadEnableGlobal("KhaelRoa", true); " , but it works. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

I think I am going to start a new game to see how this plays out from start to finish. I'll keep you posted...
 
<!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->

Where did you find that one small cave, with the skylight in it? I've seen the model but I've never found it `in-game`. And it's a funny thing, nothing more, that the big rock still sits in front of the entrance, so the only way back out to sea is by `quick-accessing` the map mode. But I loved sailing through that narrow rocky place.[/quote]

This small cave is a the leviathan Rock on Conceicao. when you are on beach and you look to your ship, it's on the right. Swim to reach another small beach with the entrance of the cave ! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/pirate2.gif" style="vertical-align:middle" emoid=":p:" border="0" alt="pirate2.gif" />

Screwface.
 
<!--`QuoteBegin-SirChristopherMings`+--><div class='quotetop'>QUOTE(SirChristopherMings)</div><div class='quotemain'><!--QuoteEBegin-->

Screwface, I know you're not crazy about "Island_SetReloadEnableGlobal("KhaelRoa", true); " , but it works.  :?  [/quote]

Don't mind about that Mings if your code works after doing the main quest, that's a great thing !

Because my problem is when i have made this mod, i had only savegames where the main quest is just after the attack of oxbay. i've ever completed the main quest but i've deleted my old savegames. Now i prefer be a bad cutthroat from the beginning of the game and i don't want to complete all the main quest to check if my mod works after. So i don't know if the KR mod have some troubleshootings with "main quest completed savegames".
If you can improve the KR_Reinit to make it work in any cases, thanks to you Mate ! It's that i call a good collaboration. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

Screwface.
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->My `Post-Brin` reinit theory did not hold water, however, I have found a way to be able to land at Khael Rhoa after the Main quest is completed.  <!--QuoteEnd--></div><!--QuoteEEnd-->Yarr! <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" /> Fred Bob tried dis last night an' sure enough KR Shore appeared in me Sail To menu! However, after sailin' tew de KR Shore, thar be no Moorin' icon! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/ib012.gif" style="vertical-align:middle" emoid=":cry" border="0" alt="ib012.gif" /> Dis be what ye encountered, Sir Chris? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

So after yer changes tew de file as stated above, ye kin actually be walkin' de pathes o' KR? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> What about de Temple? It still be thar or does it go away? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" />
 
The temple's still there, FB, just after a much longer and windier trail now. I wandered a little of the ways into it when I tested this last night, but didn't want to go too far in since there were so many rascally skeletons about.

At least there's a failsafe, something to prevent you from just going in and beating the game immediately, as you need that little stone thingy to get past a certain point.

Or should you two make it so the temple can only be entered at the proper point during the main questline? Maybe lock it till some quest bit triggers an unlock, so if you go up to it now your character says to himself, "Hm, better not go inside... I might get hopelessly lost!"
 
CouchCaptainCharles, Screwface and others.

I´m reading Location Cloning. Very good stuff.

Trying to add and combine a little myself. Want to make a few additions, go there and check them out, and back to the work with the files again.

Understand that a new game is needed the first time, or is it?
CCC says so, Scrf started after the Oxbay invasion right?

IF I save the game after a check the game doesn´t "take" changes in the future. (Reinit of course each time)

IF I start a new game for each check, that´s ok for some time but after a while, maybe when I turned off the computer, I got that black night screen trying a new game.

When am I supposed to put in the "IM_Reinit file"?

Much talk. Very small changes in jungles of IM at the moment. Oh yes they do exist and also the QC variations, but I can´t continue!
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->So after yer changes tew de file as stated above, ye kin actually be walkin' de pathes o' KR? What about de Temple? It still be thar or does it go away?<!--QuoteEnd--></div><!--QuoteEEnd-->

Fred Bob, Yes, and the temple is available as well. The transporters in the temple don't work, but that is ok because at this point they would only go to a dead end. I think we need a Couch Captain Charles "pitfall" installed somewhere that drops you into the middle of the maze so you have to fight your way out. <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" />

Jack Rackham, I'm looking at Couch Captain Charles well written Wiki as well, and I think my "Modus Dementia" is flaring up again! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

Screwface, After `re-reading` my last post I realize that I am not being clear in what I'm saying, is there anything about that line, ""Island_SetReloadEnableGlobal("KhaelRoa", true); ", that makes it something we shouldn't use? Does it cause something else to happen that I don't know about? Remember, I am still a neophyte modder and I have a lot to learn. You had mentioned in an earlier post:

<b><!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Originally posted by Screwface
You should deleted this line in your code :
Island_SetReloadEnableGlobal("KhaelRoa", true);
Because the Island_SetReloadEnableLocal enable the anchor icone but the IslandSetReloadEnableGlobal disable it. So i think your code enable the icone and disable it immediatly after. That's very important.<!--QuoteEnd--></div><!--QuoteEEnd--></b>

I was concerned that I might be making problems when I thought I was solving them. It does appear to work though. That's the biggest problem with me, sometimes I can make something work, but I don't know why. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

I am tempted to just remove that disabling line in the Quest_reactions C notepad at the end of the KR quest becuase I think that is what is causing the problem, but I am not sure if taking it out will throw off the game some how. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mellow.gif" style="vertical-align:middle" emoid=":|" border="0" alt="mellow.gif" /> (I'll probably do it anyway, just to see what happens....)

I can't tell you how much I have enjoyed participating in this venture with you, I think your work is great, and I am having a lot of fun testing and basically trying to break the game. I wanted to make that clear in case my earlier post made it sound like I was being critical. I'll keep working on it, and your comments above about collaboration, i think, is what really makes PA a great and special place. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
On the topic of expanding locations, I'm looking at opening a lot of doors on QC, adding a blacksmith shop, a gypsy outside of town, and tell me what you think of this: I'd like to put the tailor in a small place above the shop, instead of outside by the gate. Right now I have the door at the top of the stairs in the store leading into a small room, not a proper `shop-type` place but a humble shack really.

I just need to weed this violent little fellow out of there; he must have come with the code entry I copied. Aaaannnddd even for an existing location that I copied&pasted, I'm getting the `too-bright`-room look. >:^(
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->}
Island_SetReloadEnableGlobal("KhaelRoa", true); //<--I added this line
Island_SetReloadEnableLocal("KhaelRoa", "reload_1", true); // restore the access to Khael Roa beach (anchor icon)
Island_SetReloadEnableLocal("IslaMuelle", "reload_2", true); // restore the access to animist lair (bonus)
Island_SetGotoEnableLocal("KhaelRoa", "reload_1", true); // restore the fast travel to the KR shore (icon of the beach in sea mode)
Locations[FindLocation("KhaelRoa_port")].reload.l1.disable = 0; //<--I added this line
Locations[FindLocation("KhaelRoa_port")].reload.l2.disable = 0; //<--I added this line<!--QuoteEnd--></div><!--QuoteEEnd-->Aye, Sir Chris! Fred Bob be a pasting dis in tew me KR_Reinit.c file even as he be writin' dis! Look out KR! Fred Bob be on his way! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
Yarr! Fred Bob be makin' it all de way in tew de Alcove, Sir Chris! <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" /> Notice dat dis second time, Danielle ain't touchin' no freakin' orb, uh uh! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> Dis be givin' ol' Aurentius enough time tew study de orb an' some how he be managin' tew git his hand stuck in de pedestal! <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://pages.sbcglobal.net/fred_bob/_images/KR2.JPG" border="0" class="linked-image" />

Please note dat onct ye git in tew de Alcove fer de 2nd time, ye be stuck thar cause a passage behind ye becomes blocked! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> So ye be stuck if'n ye goes an visits de statue fer ol' times sake! <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" /> Might have tew code a way tew keep de passage from a closin' behind ye some hows! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> There's another one of those defenses Clement was warning ye about, Fred Bob! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

Great pic! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Yay! I'm glad it got you back to KR. That's a good trick Fred Bob! I didn't know the temple transporters were still working! <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" />:

Great pictures! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

Well, you've given me my next project, setting up the alcove so you can get back out! I figured out how to get the front door so you can get in and out, I can probably do that too. (I still like the idea of a pitfall that transports you to the middle of the maze.)

Screwface, I mentioned in an earlier post that I couldn't get the game that I had been testing how to get onto Khael Rhoa and then off again, to yield up the new KR sections you created, but I figured out how to do it, and now all of my games can take advantage of the great hideout that you created!
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />

If I haven't bought you a round lately, let me make it up to you now!
<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#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> Sir Christopher, you've got it (Modus Dementia) BAAAAAAD!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.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" /> Have 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" /> <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" /> Have 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" />

There, better now? <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-Jack Rackham+--><div class='quotetop'>QUOTE(Jack Rackham)</div><div class='quotemain'><!--QuoteEBegin-->Understand that a new game is needed the first time, or is it?
CCC says so, Scrf started after the Oxbay invasion right?

IF I save the game after a check the game doesn´t "take" changes in the future. (Reinit of course each time)

IF I start a new game for each check, that´s ok for some time but after a while, maybe when I turned off the computer, I got that black night screen trying a new game.

When am I supposed to put in the "IM_Reinit file"?

Much talk. Very small changes in jungles of IM at the moment. Oh yes they do exist and also the QC variations, but I can´t continue!<!--QuoteEnd--></div><!--QuoteEEnd-->

Jack, new game is not necessary needed if you call your IM_Reinit file in the reinit.c but be careful, you must put some test in your IM_reinit to avoid of "recreating" your new locations if you reinit several times. This point is essential !

I think KR was a particular case because of its rule in the main quest. Main quest `re-enable` its access, change its model and finally disable its access again. So, if you expand another island, you shouldn't meet the same problems. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/pirate3.gif" style="vertical-align:middle" emoid=":p2" border="0" alt="pirate3.gif" />:

Screwface.

Note : A small idea. Why not putting an abandoned (or not) buccaner's fort somewhere in your jungles by reusing the Douwesen pirate fort !
 
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