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Mod Release Dialog Camera, Quests Fix, Larger Text, Time Fix, and Other Patches

Cerez

Baroness of the High Seas
Storm Modder
Ahoy mateys,

I wanted to showcase the pack of patches I am working on that is aimed at (re-)creating an enhanced, full-featured, authentic Sea Dogs experience in Caribbean Tales -- which, contrary to popular opinion, is the go-to fave of mine -- to tie it properly into the series as the worthy sequel it is (or could have been), fixing immersion and game breaking bugs and flaws/annoyances along the way -- without compromising the original story and gameplay experience.

Edit: (Eesh, that's a mouthful...! )

To put it simply: *** These changes work much like a well-done, unofficial update to the (GOG 1.5) game. ***



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I've successfully adapted COAS' first person dialog camera view for CT, and tweaked it to more true-to-life and practical settings (adjusting it to Beatrice's and Blaze's different eye levels), and adding some of my own camera design for talking with sitting characters (that is reminiscent of the first Sea Dogs).

I've also updated the game's UI design a bit to fit modern, widescreen gaming standards, and increased the font-size for key UI visual elements.

buHeyqE.jpg


Perhaps most importantly, I've managed to fix a major, game-breaking bug related to quests, effectively re-enabling missing quest scripts, scenes, and events from the game -- which were intended to be part of the original gameplay experience, but were botched up due to a simple, last minute programming mistake when the game shipped (hence why the original release of the game feels so bare and unfinished).

I have also successfully made a comprehensive change to the passage of time in the game to make time pass dependably and reflect actual/real Caribbean evening/sunset/night time.

The latest significant development is an enhancement of the officers' AI to give them situational awareness, meaning that they will not stand blocking the player's path.

Also, I've fixed a myriad of (game-breaking) bugs...

Lots to tell... A more detailed summary (from the user documentation) below:

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DESCRIPTION:

A pack of user made patches for the version 1.5 (GOG) release of Sea Dogs: Caribbean Tales, also known as Age of Pirates, that aim to fix some critical flaws with this release of the game, as well as introduce a few new features to improve the gaming experience. You can pick and choose which patch(es) you'd like to apply to your game.

CONTENTS:

1. BEATRICE ANIMATION GLITCH FIX: Fixes the sudden visual glitch jerks in Beatrice's walk, block, and turn animations.

2. CAPTAIN COMING THROUGH: A brand new feature, this patch adds spatial awareness to fighters (officers). They will no longer continue standing in the player's way (blocking all movement) if the player is trying to get past them. Instead, when the player is up-close and pressing them, they will try to move to a sensible spot, and follow the captain's directions/lead -- even when there are multiple officers present and things are crowded.

3. DIALOG CAMERA: Introduces first-person dialogues to Caribbean Tales, as well as a new, cinematic camera angle for talking with sitting characters (that is reminiscent of the first Sea Dogs game).

4. EMPTY DIALOGUE BUG FIX: Fixes a game-breaking bug in the English language version that leaves a character dialogue stuck and empty (and crashes the game) if the player talks to a quest-giver again after accepting a common type of escort quest.

5. EXTRA LOCATIONS: A comprehensive patch that restores and unlocks churches and banks both for visitation and use in the game -- adding some new features -- as well as completes the gameplay mechanic for borrowing money from banks, now with negative consequences for failing to pay your debt. IMPORTANT: This patch is to be applied for English language gameplay only (until someone helps me translate it). Don't use it if you're playing the game in another language. For the changes to take effect, this patch requires that you start a new game.

6. GOODS DELIVERY QUEST BUG FIXES: Fixes three of the most jarring and common bugs in the game, related to the 'deliver trade goods to/from another colony' type quests, where the player can end up with extra goods from another quest (that they haven't agreed to delivering), where the store owners get confused in their dialogue about where they are expecting their goods from, and where only part of the goods to be transported is loaded onto the ship (if there's not enough space in the player's cargo hold). NOTE: This patch is for everyone, but the last bug fix listed here will only work if you're playing the game in English.

7. GOVERNOR'S MESSAGE FIX: Fixes the broken 'help defend besieged ally colony' type quest -- removing many bugs and giving it its originally intended, potential official ending and reward -- fixes/completes the design of the related "governor's message" user interface alert window, and translates the window's text content from Russian into English.

8. GUN LOAD AUDIO FEEDBACK: Brings the old boatswain voice from the original Sea Dogs game into Caribbean Tales for gun loading feedback -- for the player only -- minimising your need to keep glancing at the visual indicators, and allowing you to focus on the battle. This patch also includes a new sound effect for when all guns are loaded; an authentic, classic ship's bell being rung. NOTE: If you wish to disable a particular sound effect, simply remove or rename the audio file (e.g. '_balls_disabled.wav'). You can also subsitute the sound effects with any other WAV file(s) you like.

9. LAND DEATH MUSIC: Adds the sea battle death ("the end") music theme to land and boarding player character deaths as well.

10. LARGER TEXT: Designed to save eyes while playing with a gamepad from the couch, this patch increases the font size of the user interface where key/practical and updates (fixes the broken icons and spacing on) some of the user interface elements for a more visually friendly widescreen experience. It also makes the ship class indicator show more -- not less -- stars the more valuable a ship is, and adjusts the "sneak" action's range to actually have to be near an enemy port to have the user option to sneak into town.

11. MUSIC EXPANSION: Adds three fitting additional scores from the original Sea Dogs to the game's musical playlist -- two of which can also be heard in the Pirates of the Caribbean ("Invasion") intro video. Taverns will now often play jolly music, the towns will sometimes have 'peaceful colony' music, and sea battles will on occasion be accompanied by 'ghost squadron' music instead of the usual battle score.

12. MUTINY FIX: Enables mutiny in the game. Your crew will rise up against you if you starve them or if their morale is kept at the lowest of the low, and a battle with the mutinous crew will ensue on board your ship.

13. NO EMBLEM OPTION: Adds an empty, 'no emblem' option to the "change sails" menu to allow you to set your sails emblem back to none.

14. PASSENGERS FIX: Makes the passengers (in the 'transport person' type quest) walk to the local tavern after arriving to their destination and speaking with you instead of just "disappearing" (or walking/teleporting past you towards the end of the pier).

15. QUESTS MAJOR BUG FIX: Fixes one of the biggest issues with this release of the game; it restores all the missing quest scenes, scripts, and events that were thought non-existent, making the game an all-over richer experience to play. You can now stay for a night in a room at the tavern, and/or complete a whole bunch of various (side-)quests that were previously inaccessible due to a coding mistake.

16. SEAGULL POS-FIX: Fixes the misalignment of the seagull's positioning in the launch menu in non-Russian language settings of the game that caused it to stand/sit in the air, just above the wooden post. IMPORTANT: Do not apply this on the Russian language menu (which is slightly different in layout, and which already has the seagull correctly aligned).

17. SHIP MANAGEMENT BUG FIXES: This patch disables the cheat-prone and save-corrupting, faulty, second implementation of the "replace captain" user option on the "shipyard" screen, and includes two minor bug fixes to data display on the "ships" screen.

18. SHIP SWAP NAME SWAP FIX: Fixes a small developer oversight; it makes the ship names swap along with their stats and picture on the "ransack" screen when you are swapping ships.

19. SNEAKING FIX: Makes the player's ship(s) not show docked in port when 'sneaking' in an enemy town, and adds a (representational) passage of time for the player to manage to sneak into town (reach it in a boat). This patch also fixes a greeting selection bug, restoring the patrol soldiers' 'enemy recognised' greeting(s), and appropriately locks banks (in the same way as the rest of the businesses are) in enemy towns.

20. TIME FIX: A comprehensive patch to turn the passage of time in the game into something a little more dependable and realistic -- based on actual Caribbean sunrise and sunset times. Merchants will now pack up for the day at 5 PM and night will fall, appropriately, after 7 PM. People will stop roaming the streets after dusk, and will generally avoid being out when it rains. Bug fixes to time display are also included. IMPORTANT: This patch is not compatible with your previous saves. It requires that you start a new game.

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Current development status: Released! -- Feedback welcome. :3

FAQ:

Q: Why did my sky/sea turn into all sorts of strange/glitched colours after applying these patches?
A: Because you've applied the Time Fix patch without starting a new game.

Update history:
  • 1 April 2018 - Added the Mutiny Fix patch to the pack, and updated Quests Major Bug Fix (to re-enable mutiny).
  • 16 April 2018 - Added the Captain Coming Through, Music Expansion, No Emblem Option, Passengers Fix, and Sneaking Fix patches to the pack, and updated Larger Text (fixed sneak icon and tweaked sneak effect range, fixed dialog name frame and spacing, and fixed rumour overflow display bug), Mutiny Fix (disabled unplanned talking with friendly crew in battle), Goods Delivery Quest Bug Fixes (added 2 more bug fixes to prevent partial loading of cargo for one-way trips), and Governor's Message Fix (completed/fixed broken implementation of the original 'defend friend colony' quest, fixed UI/window design, and updated text).

Download here.
 

Attachments

  • gamepatches.zip
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I wanted to showcase the mod pack I am working on that is aimed at creating an enhanced, full-featured, authentic Sea Dogs experience in Caribbean Tales -- which, contrary to popular opinion, is the go-to fave of mine
Ahoy there matey,
I can tell you that you aren't the only one. @Modder01 and @ChezJfrey have recently been doing some good modding on it too.
You should get in touch with them. :doff
 
A pleasure meeting you, Captain Boelen. That's good to hear. I'd be interested to hear what they're working on, and perhaps swap notes, as they say, or otherwise share modding work/content. ^_^
 
Ahoy Cerez, I am very interested in your work. I'm not sure all the code is compatible with v5.0, since it is built off of the COAS engine, but I can try it to see how it goes. I know the following parts that might work:
- The beatrice animations
- Dialog Camera (Note: If the code was altered to be integrated into old AoP it might not work without further modification)
- Land Death Music (Should work in theory since once the sound event is created it should be controllable from the alias files)
- Larger Text (No real problems there)
- Quest Bug Fixing (Without additional details I am not able to discern the compatibility of this module)
- Ship Swap Name Fix (I believe 5.0 might have something similar I would have to check)

Also the spawning system for quests has been redone, specifically for people in the cabin, so that you can fight the captain for a quest reward. I also have reworked a lot of the original storyline code to be compatible with v5.0, however a lot of the gameplay elements from the original storyline (without the additions) remains virtually the same.
 
Ahoy! Sounds great, we'll see what fits -- and we'll tweak or discard what doesn't. ;)

Just a heads-up, I've finished off the dialog camera sitting/side-view script testing, and made the new perspective work smoothly in all possible locations/situations.

I've also added a few more game patches to this mod pack, including an aesthetic fix to the seagull's "standing in the air" position in the main menu, and a patch that brings back gun reload audio/voice feedback to the player -- by choice -- original Sea Dogs style (and featuring the original Sea Dogs boatswain voice, "Load guns with balls, aye-aye cap'n."). I'll update the description/documentation to reflect this a bit later.

I am currently working on fixing the weather/time passing in CT to realistically reflect actual Caribbean day/evening/night time. The default weather and timing makes no logical sense -- evening is from 10 PM and it turns dark at midnight??! (See here for actual sunset time.)
 
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*Whew* Changing the weather/time passing was quite an undertaking... :duel:

I have good news and (slightly) bad news... :walkplank

The good news is I've successfully managed to fix the passage of time in CT to normal Caribbean time (it's harder to do than it sounds).

The bad news is that because there was a lack of time-weather profiles towards the night and because the multiplayer part of the game makes use of the very same weather profiles as the single-player game, I've had to add four additional weathers to the game. I've done a proper and neat job, and it works fine, but because weathers are saved with the game whenever you make a save, this addition broke compatibility with earlier saves (causes a horizon glitch-out on load). This can be avoided at the sacrifice of not preserving the all the time-weather settings in multiplayer. Otherwise, everything (both single- and multiplayer) works fine if you ditch the old saves and start a new game, with new saves.

Note that the new saves will be backwards compatible with the factory release of the game.

I'll put it in the documentation and I'll let the user make the choice as to what they prefer should happen.
 
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@Modder01, what's the situation with the bank, jungle, church, and brothel in CT? Even in version 1.5, they seem to be disabled (never open). What did you have to do to fix this in the Historical Immersion Mod? I can probably figure it out, but it'd save some time to know from you (thanks).

Were these not finished and/or not intended to be enabled in CT?


Edit:

Never mind, I figured it out.

Developer Note:

Caribbean Tales was not intended to have brothel or jungle environments (these have been stripped from the game). The brothel is an empty location, and the jungle environment models are missing. It does have churches and banks fully implemented, though. I'm not sure why these were disabled in the final game. I will develop a patch that fixes and re-enables them.
 
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Oh god... :shock The main storyline completely broke my immersion in the game. It took everything it had built up to that point, my love for my officers/crew, my freedom to move around and do what I please, my freedom of choices, my built-up alliances/relationship with different nations, and threw it all into the dumps for a corny and way worse than mediocre story at that!

After taking some time to breathe and calm down, I've decided to rewrite the meeting of the siblings to a more interesting and conclusive quest of its own, and to write out the insane storyline quest from that point on, as I feel it does nothing to add to the existing gameplay experience. I will release this as a separate patch, not part of this bundle (since it does change the story-based gameplay of the original game, although I sincerely believe that's for the better).

P.S. I still can't believe they did this... to a captivating game and immersive game world they worked so hard on to create... It's the worst storywriting I have ever experienced in a video game... ever...!
 
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I still can't believe they did this... to a game and immersive game world they worked so hard on to create... It's the worst storywriting I have ever experienced in a video game... ever...!
I've barely ever played SD:CT and always understood the story never amounted to much of anything,
But now you've got me curious about what is so very bad about it! :shock

I'm sure your efforts to improve the story will be very much appreciated by people out there. :cheers
 
Thanks. Let's just say, if you can think of the corniest storyline to expect, this will still manage to surprise you... :ninja It's all over the place, it's extremely corny/unbelievable, it messes up everything you've built up to that point... it's bad... really bad... :fiddle

And it was completely unnecessary. The game does great and better without it!
 
Shame that the story was so much of an afterthought.
The original Sea Dogs was pretty great, from what I understand.
With Sea Dogs 2 (which became the 2003 PotC game), interviews and unfinished code clearly showed they had the right idea, but Disney stepped in and they had to rush the release.
It would have been great if they could have made AoP/SD:CT live up to their original intentions for Sea Dogs 2.

For whatever reason, that doesn't seem to have happened...
And as far as I know, that is where the story of the original SD development team ended.
The series has been in the hands of modders ever since.
 
I hadn't actually done too much by that meeting point, but yeah it takes a rather sharp turn and doesn't really make me want to continue haha, I'd forgotten that's what happens, maybe this is why I never completed it originally!
 
In all honesty, and this is my personal perspective from playing CT, I think the original development team does great at building a game world and gameplay experience, but does terribly at gameplay testing their code, and absolutely awful at storywriting.
 
I hadn't actually done too much by that meeting point, but yeah it takes a rather sharp turn and doesn't really make me want to continue haha, I'd forgotten that's what happens, maybe this is why I never completed it originally!

Wouldn't surprise me at all! It made me temporarily lose passion for the game, too. It takes all that you love about the game up to that point, and just throws it out the window... For what? For an unnecessary storyline that is not worth following/playing.

Edit:

As my personal advice, when you reach this point in the game...

...if you don't want to kill them like the greedy pirate you are, let your crazy sibling run off with their insane dreams, and be the sensible one with your half of the treasure.

This way, you will still reach the same ending eventually (becoming powerful enough to amass a mighty fleet and overtake colony by colony until you are the sole ruler of the entire Caribbean), but will do so at a more sensible pace and without compromising all you have built up to that point in the game.

I will rewrite the conversation between Beatrice and Blaze to something a little more sensible and family reunion heartwarming on the positive side, and end that quest there.
 
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In all honesty, and this is my personal perspective from playing CT, I think the original development team does great at building a game world and gameplay experience, but does terribly at gameplay testing their code, and absolutely awful at storywriting.
That was certainly true for the 2003 PotC game: Plenty bugs, not the best story, but amazing potential!
Thankfully they left open access to most of the source code, so what they didn't do, we did. :cheeky
 
Developer Note:

By the way, the Time Fix patch is working sensationally! Apart from the backwards load incompatibility, I haven't encountered many bugs/issues at all, and the overhaul was quite significant! The last thing left, to make this game world act more realistically/sensibly in terms of time and weather, is to get all the townspeople to seek shelter in their homes when a storm is about.
  • Street merchants are out and in business from 6 AM until 5 PM.
  • Townspeople are out and about on the streets from sunrise until nightfall. After that there are only guards about.
  • Stores and business are open from 6 AM until 9 PM, at which time the business owners go to sleep. This is two hours longer than regular hours, but it serves to accommodate for late personal meetings as a captain with your suppliers when arrival is delayed. (@Pieter Boelen, in your experience, do you think this is sensible/realistic, given the setting/era?)
  • Taverns are open all day and all night. You can sleep in them, to recover, during the day (until nightfall) or until the next day's sunrise.
 
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I wouldn't know about the historical accuracy...

I was thinking more from a general naval business point of view. People worked harder and longer hours then than they do these days, in times of relative peace (or so I'm led to believe).

Does it make sense from a gameplay point of view?

In my personal playing experience, yes, it does; my ship often ended up arriving just after night fell, missing the evening (which is short in the Caribbean), and this allowed me to still be able to stock up on supplies without having to spend the night in town.
 
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