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For all quest makers; Curse of the Black Pearl (re)quest

If you could make it compatible with Alpha 7 Plus, that would make merging much easier for me. But if that is so unstable you feel you can't work with it, you can also base it on Alpha 6 or Alpha 7. It'd just mean a bit more work for me.

Bootstrap as the person to help Jack off the island? Interesting idea. But how come he would be there? After all: First he was part of Barbossa's crew, then he was thrown overboard and next thing we know he is part of Davy's crew. As far as I know Jack was taken from the island by the rumrunners who used the island as a cache. Therfore I'd expect the person to rescue Jack to just be a random smuggler. I think you can remove the Black Pearl fight at the end of the main quest, because having a fight just after being marooned doesn't make much sense. Furthermore, having a fight with the Black Pearl makes even less sense. The Black Pearl fight should come into play much later in the game during the CotBP quest and a fight with the Flying Dutchman should wait until the end of the DMC and AWE quests.
 
what if the player's ship simply get's stolen and is forced to steal/buy the tartane? of course, stealing it would fit the storyline better. getting your ship stolen seems to be something that jack's most certainly good at. <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />
 
Hello Pieter and SJG :

About the Silver train quest, yes it should be placed between COTBP and DMC quest <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
Otherwise, I'm working on Part 2. I've also added Anamaria at the Tortuga Port (same dialogue as the movie 1: very funny <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> ).
I noted that the main cave of Isla de Muerta only had two locators. So I added some. Now, we can add Elizabeth Swann, Barbossa, the pirates, Will and so on <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Annamaria is already in Tortuga. She's one of the ladies who slap you the first time. Perhaps you can use those slapping ladies in the quest. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

BTW: There's two Grotto_locators.gm files in your ZIP. One is size 4.846, the other is 3.661. Which one is the good one? Or should both be used somewhere?
 
<!--quoteo(post=217237:date=Oct 9 2007, 04:54 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 9 2007, 04:54 PM) [snapback]217237[/snapback]</div><div class='quotemain'><!--quotec-->Annamaria is already in Tortuga. She's one of the ladies who slap you the first time. Perhaps you can use those slapping ladies in the quest. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

BTW: There's two Grotto_locators.gm files in your ZIP. One is size 4.846, the other is 3.661. Which one is the good one? Or should both be used somewhere?<!--QuoteEnd--></div><!--QuoteEEnd-->
Choose the file made <!--fonto:Arial Black--><span style="font-family:Arial Black"><!--/fonto-->today<!--fontc--></span><!--/fontc-->.(sorry I made a mistake when I zipped the file). I know about anamaria, but now she will talk to you before leaving Tortuga. (exactly like the movie: she will ask for her boat, she will slap you and so on.)
 
That's brilliant! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
To Pieter, SJG, TTT and so on <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

Today I played a beta version of Part2+Part3. (need to add just small things to end my work). About changing model characters <!--fonto:Arial Black--><span style="font-family:Arial Black"><!--/fonto-->during<!--fontc--></span><!--/fontc--> the fight, I think we should forget : It causes many graphic bugs. So I just changed before the fight and after it the pchar model. I will upload my work on the FTP before Sunday.
 
Brilliant! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
Part 1 almost finished - real problem using Alpha7+ so I will upload "inserts" for quest, characters, etc.
(I assume the characters will be changed anyway)
Started with player quest requiring "Redmond landfall" after getting off marooned island - that way the player is free to pursue other things in the meantime if he/she so wishes.
Doesn't really matter for the game what ship the player has when they get to Redmond - they lose it anyway.
Ends with player getting the Interceptor and sailing off. (playing with the idea of England as enemy - to see if it is reasonably possible to get out of the harbour. If it is too difficult, I will leave as friendly.)
I will finish with player quest requiring "landfall at Tortuga" to link to Bartolomeu o portugues' part2


Pieter:
quote:
Bootstrap as the person to help Jack off the island? Interesting idea. But how come he would be there?

He was part of Barbossa's crew and didn't agree with the mutiny. Barbossa's ship was waiting in another bay after they had dropped Barbossa off at lighthouse bay to meet the player, because they new their Captain (Barbossa) would be bring the player there. They didn't know about the mutiny plan till Barbossa got there. (Well, that's my suggestion, anyway).

Sorry to have been so long - work got in the way <img src="style_emoticons/<#EMO_DIR#>/dry.gif" style="vertical-align:middle" emoid="<_<" border="0" alt="dry.gif" />
 
<!--quoteo(post=217993:date=Oct 17 2007, 04:41 PM:name=Thomas the Terror)--><div class='quotetop'>QUOTE(Thomas the Terror @ Oct 17 2007, 04:41 PM) [snapback]217993[/snapback]</div><div class='quotemain'><!--quotec-->cool, but what is a landfall? I really look forward to all these quests.<!--QuoteEnd--></div><!--QuoteEEnd-->
Going into port - Redmond landfall = landing at Redmond Port. (it is an old English seafaring term, an arrival at land from a sea journey e.g "We made landfall early the next morning")

Sorry if I confused you <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Nice, Short Jack Gold! This is going to be amazing! Both your part 1 and Bartolomeu's parts 2 and 3 done at such short notice! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /> <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

I was wondering if it is possible to add a ship locator to the Redmond port model which can then be used to have a ship (the Interceptor) moored alongside the jetty. That would be pretty cool. We could then have Murtog and Mulroy guarding her. I think it should be possible, but I'm not entirely sure how. I think CouchcaptainCharles might know. I'll send him a PM.
 
I see that Bartolomeu o Portugues has uploaded Part 2 & Part 3 up to the ftp site. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

I will mod Part 1 to link to it. Also, I will mod characters and dialog as we both have used the same new characters which would of course be the same person in the game.
 
Excellent, Short Jack Gold! I have merged Bartolomeu's work with my temporary game version and I fixed a lot of the "tabbing" in the code, so you don't need to bother with that. Once you're done with Part 1 and your merge with Parts 2 and 3, could you possibly please release one file containing the entire CotBP quest? Just to prevent merging errors on my part. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=218398:date=Oct 21 2007, 09:02 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 21 2007, 09:02 AM) [snapback]218398[/snapback]</div><div class='quotemain'><!--quotec-->Excellent, Short Jack Gold! I have merged Bartolomeu's work with my temporary game version and I fixed a lot of the "tabbing" in the code, so you don't need to bother with that. Once you're done with Part 1 and your merge with Parts 2 and 3, could you possibly please release one file containing the entire CotBP quest? Just to prevent merging errors on my part. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
No problem Pieter, will do. I will base it on BoP's quest reaction. c. (I hope that's what you mean <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> ).
I will change the start to a pchar.quest requirement to prevent premature landing at Isla de Muerta before the Redmond / Swann / Norrington / Turner meeting.
 
You get Jack's compass halfway into the current main quest, after which it will be possible to go to Isla de Muerte. So you can, in theory, go to Isla de Muerta long before the CotBP quest. What kind of limit should we add on that? The compass is supposed to point to whatever you want most. Probably Jack wouldn't want to find Isla de Muerte most until he actually finds out about it. So I think something should happen at the end of the current (prequel) main quest that would trigger Jack's wish to find Isla de Muerte. Only he can't actually go there because he is mutinied upon before reaching it. Next thing we know: Jack needs to get a ship again and thus has to go to Redmond to get the Interceptor, starting the new quest. Question: So what DID Jack do in those ten years between the mutiny and the start of CotBP? Why didn't he go to Isla de Muerte? I imagine he couldn't find it anymore, because at that point he didn't want to go there most: he wanted his ship most. So he can only find the island when the Pearl is there as well. Only ten years later, when he has confirmation that Barbossa has the last golden coin and is going there with Elizabeth, can Jack finally go there as well. So we could add in a check so that the player cannot go to Isla de Muerte until the beginning of the CotBP quest. Check for the "aztec_compass" in the PROGRAM folder.
 
Having the compass "as is" is not a problem. Jack could visit Isla de Muerte looking for Cortez treasure. (whether he finds it or not is still an option - could fund him nicely though) At the moment Barbossa mutinies before he even gets there. If he avoids Barbossa and just sails there, at the moment he will just have a pleasant sight seeing trip. <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
If the "BoP mod" Barbossa meeting at Isla de Muerte is by way of a pchar.quest (my previous post) then the event cannot be pre-triggered.
As I have it now Jack is told about Barbossa and Isla de Muerte while he is in prison during the Black Pearl attack.
Jack didn't really know what he wanted most until then so the compass only now activates.
I think that works quite well for the story line.
The time scale issue - which has been raised many times before for various and different reasons - I do not think is a real problem as, after Jack gets off the mutiny beach he is free do do what he wants as long as he keeps away from Redmond. So he could sail around for ten game years if he wished. We "know" nothing of his activities in this period so I think it becomes a mute point.
Personally, I think most players will want to go to Redmond as soon as possible in order to continue the story line.

That's my six-penny worth any way <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
 
Jack only finds out about Barbossa and Isla de Muerte in the prison? That's a bit late, isn't it? In the film he clearly already knows about it at that point. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Will the quest trigger as soon as the player sets foot in Redmond? Couldn't we make it so that the player must deliberately talk to a certain character for the quest to continue? For example: Player must go to Tortuga, talk to Annamaria and get the "Jolly Mon". Then the quest will start next time the player makes port in Redmond. What ship does the player have after being rescued from the island where he was marooned? I think it'd be fun to leave the player with no ship on Tortuga, so that the player must start from the ground up again. The player can either somehow get a ship of his own and start pirating for ten years or steal the "Jolly Mon" from Annamaria and start the CotBP quest immediately. If the player got a ship of his own, he should then be given the opportunity to start the CotBP quest later. For example: Player talks to Annamaria at Tortuga, then somehow his own ship is stolen and the player must steal Annamaria's little boat.
 
It seems SJG and Pieter, you work hard. <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
Otherwise, I did a small work. After playing Turks help, you have the possibility to meet Pieter Boelen at the Douwesen tavern and make an expedition with him. The files are compatible with Build 14 alpha 7 Plus.
 
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