• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

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

Is there a "Jolly Mol" ship yet for this quest?

If not, I've done a quick draft version. She has one square rigged sail and uses an existing tartane hull. The rigging might still need a little work, but you can see the general idea. If there's any interest, I'll reskin the hull (darker like the movie) and post it.

<div align="center"><a href="http://www.picsaway.com/view/jollymol_draft-7387aca252.jpg" target="_blank"><img src="http://www.picsaway.com/thumbs/jollymol_draft-7387aca252.jpg" border="0" class="linked-image" /></a> </div>

kevin
 
could use a few ropes, but that's good! <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--quoteo(post=223544:date=Nov 28 2007, 12:07 AM:name=KevinAtlanta)--><div class='quotetop'>QUOTE(KevinAtlanta @ Nov 28 2007, 12:07 AM) [snapback]223544[/snapback]</div><div class='quotemain'><!--quotec-->Is there a "Jolly Mol" ship yet for this quest?

If not, I've done a quick draft version. She has one square rigged sail and uses an existing tartane hull. The rigging might still need a little work, but you can see the general idea. If there's any interest, I'll reskin the hull (darker like the movie) and post it.

<div align="center"><a href="http://www.picsaway.com/view/jollymol_draft-7387aca252.jpg" target="_blank"><img src="http://www.picsaway.com/thumbs/jollymol_draft-7387aca252.jpg" border="0" class="linked-image" /></a> </div><!--QuoteEnd--></div><!--QuoteEEnd-->

Maybe it's my computer, but in the film clip, the boat looks almost silver. (old wood ?)
 
To Kevin Atlanta: That looks very good! A retexture would be nice. Then we can use that one as lifeboat and "Jolly Mon" film quest boat. <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
Thanks a lot for your work on the cutscenes as well. I like this aspect ratio better. The "Jack's Entrance" film could be cut at the point he sets foot ashore. This is what Short Jack Gold did in <a href="http://pafiles.com/potc/SJG%20Mod%20for%20%20NOV%20COTBP1/Jack's%20Arrival%20Extract.zip" target="_blank">this</a> file. That works very smooth in the game quest: the actual dialog with the harbourmaster then takes place ingame through dialog.

To Short Jack Gold: I re-merged you files and it appeared I had a missing quest case. Seems to work. I do think some parts of the quest will need to be modified though. The "Elizabeth falling" and "Barbossa speech" parts need to be rewritten for the usage of the film cutscenes. I would also like to have the ending of the quest modified to include the talk between governor Swann, Norrington, Elizabeth, Will and Jack. And don't forgot that memorable line "You will always remember this as the day that you almost...". Possible idea:
- Will fights the hangman like he does now
- When the fight is over, the player gets a blade as well and Will and player will fight some soldiers coming in
- Jack and Will walk up the stairs to the platform
- Suddenly a lot of soldiers appear, along with governor Swann and Norrington
- Final dialog scene ensues
- Jack walks up to the rope at the top of the fort
- "You will always remember this as the day that you almost..."
- Jack at the beach with Mr. Gibbs (dialog needs changing)
 
<!--quoteo(post=223622:date=Nov 28 2007, 10:45 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 28 2007, 10:45 AM) [snapback]223622[/snapback]</div><div class='quotemain'><!--quotec-->To Short Jack Gold: I re-merged you files and it appeared I had a missing quest case. Seems to work. I do think some parts of the quest will need to be modified though. The "Elizabeth falling"<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm working on this already - My intention is to cut the Elizabeth movie to show her underwater ONLY - showing the coin and her finally hitting the seabed. (Side Note: Kevin, Could you do this? from when she first falls in, the coin showing, then cut to bump on sea bed. The "what was that" dialog part could stay (shows the Pearl being called) which takes us to the final "bump" on the sea floor.) My concern is due to the file sizes we are adding with these videos, plus so many in a relatively short space of time you might just as well watch the movie as you won't get to play much through this sequence of events. Just my opinion I know, but I do know some players are limited for disc space.
<!--quoteo(post=223622:date=Nov 28 2007, 10:45 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 28 2007, 10:45 AM) [snapback]223622[/snapback]</div><div class='quotemain'><!--quotec-->and "Barbossa speech" parts need to be rewritten for the usage of the film cutscenes. I would also like to have the ending of the quest modified to include the talk between governor Swann, Norrington, Elizabeth, Will and Jack. And don't forgot that memorable line "You will always remember this as the day that you almost...". Possible idea:
- Will fights the hangman like he does now
- When the fight is over, the player gets a blade as well and Will and player will fight some soldiers coming in
- Jack and Will walk up the stairs to the platform
- Suddenly a lot of soldiers appear, along with governor Swann and Norrington
- Final dialog scene ensues
- Jack walks up to the rope at the top of the fort
- "You will always remember this as the day that you almost..."
- Jack at the beach with Mr. Gibbs (dialog needs changing)<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree with the need for a re-write - the day that you almost ... is already in the dock scene, and should be repeated later.
I will do this following the general outline you have above.
 
Thanks a lot, Short Jack Gold! You are right about the cutscenes: They should be as short and sparse as possible.
 
I have put up (on the AOP ftp site) the revised CotBP. I did it with 14.8 WIP1 (CotBP Dec07 Revision) it is in it's own file, the others there are previous stuff, so don't get confused.
I have added a truncated "Barbossa Speach" video and modified the quest-reaction for that. The quest reaction bits are extracts ONLY so don't do an over-rite.
A different Fort Execution and Escape scene with the necessary dialogs.
The Fort Scene SHOULD give you the option to fight or "get the h*ll out of there" dependent on how screwed up the soldiers get on the steps. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
The fort scene is roughly:
Face the judge.
Will intervenes on your behalf.
Norrington gets miffed at this and so does the Governor.
Elizabeth jumps in with Will.
They declare their love <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> and then skip off into the sunset [I love a happy ending <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> ]
The Governor gets miffed again and chases after them.
Norrington now thinks he has you.
You snatch his sword and run off up the battlements.
wazoos of soldiers chase after you for a fight. <img src="style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" />
IF you kill them Norrington gets miffed again and vows to hunt you down.
You utter the memorable line .... remember this etc. (or something close to it.)
You leap over the battlements and off to the beach and the Black Pearl.

This is fairly close to the film given the animation we have available in the game, but, if you want changes let me know.
The fight scene could be on a lower level, but, I liked the neat row of corpses you can get on the top level.
(Corpse looting may be an issue though.)

(translation: miffed = somewhat upset ...... wazoos=lots)
 
Just added the Fort_3 locations file for RESOURCE\MODELS\Locations\Fort_Inside

You will need these to make it work. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
sweet. <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />
 
<!--quoteo(post=224700:date=Dec 6 2007, 03:49 PM:name=Morgan Terror)--><div class='quotetop'>QUOTE(Morgan Terror @ Dec 6 2007, 03:49 PM) [snapback]224700[/snapback]</div><div class='quotemain'><!--quotec-->sweet. <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I <u>KNEW</u> it. YOU like happy endings too! <img src="style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" />
 
no, just the huge load of slashyness and bravoure involved in the scene there. <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" /> and heck, i do like happy endings. as long as they concern myself. and judging by the captain's log, i'm having a pretty hard time at it now. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> anyway, i'm more one of the spectacular escape.
 
<!--quoteo(post=223369:date=Nov 26 2007, 01:29 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 26 2007, 01:29 PM) [snapback]223369[/snapback]</div><div class='quotemain'><!--quotec-->I tried your files ingame and Jack's entrance seems to work pretty well. It becomes especially cool with <i>a simple virtual sailor</i>'s <b>changed camera viewpoint during dialog</b> mod. I made a screenshot of the thing you see just after the movie finished playing. Pretty good, no? <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
Murtogg and Mulry remain mute. The reload to location apparently did nothing to fix that. Worse still, previously I could talk to a random citizen and after that the Murtogg and Mulroy encounter would proceed as intended, but now that won't work anymore either. I do have Murtogg chasing me all around Redmond port though. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Re Murtogg and Mullroy remaining mute. I have made a different fix for that, that fits well with the game, especially for people who haven't seen the film (and YES there are some, and they will need to be directed to start that part of the quest). It also puts the game play situation back to the original concept without the "forced" run across the dock.
Basically, On hitting Redmond the arrival movie plays and then you are on the far dock and talk to Wellman.
When that conversation is complete, you turn and look towards the interceptor and (in self dialog) think to yourself what an interesting ship that would be to have.
You are then in player mode and free to wander over and talk with Murtogg and Mullroy.
I have also done a short "Elizabeth into the water (CursedCoin)" film clip to replace the existing one.
If you are interested I will upload them.
 
<!--quoteo(post=224686:date=Dec 6 2007, 07:32 PM:name=Short Jack Gold)--><div class='quotetop'>QUOTE(Short Jack Gold @ Dec 6 2007, 07:32 PM) [snapback]224686[/snapback]</div><div class='quotemain'><!--quotec-->I have put up (on the AOP ftp site) the revised CotBP. I did it with 14.8 WIP1 (CotBP Dec07 Revision) it is in it's own file, the others there are previous stuff, so don't get confused.
I have added a truncated "Barbossa Speach" video and modified the quest-reaction for that. The quest reaction bits are extracts ONLY so don't do an over-rite.
A different Fort Execution and Escape scene with the necessary dialogs.
The Fort Scene SHOULD give you the option to fight or "get the h*ll out of there" dependent on how screwed up the soldiers get on the steps. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
The fort scene is roughly:
Face the judge.
Will intervenes on your behalf.
Norrington gets miffed at this and so does the Governor.
Elizabeth jumps in with Will.
They declare their love <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> and then skip off into the sunset [I love a happy ending <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> ]
The Governor gets miffed again and chases after them.
Norrington now thinks he has you.
You snatch his sword and run off up the battlements.
wazoos of soldiers chase after you for a fight. <img src="style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" />
IF you kill them Norrington gets miffed again and vows to hunt you down.
You utter the memorable line .... remember this etc. (or something close to it.)
You leap over the battlements and off to the beach and the Black Pearl.

This is fairly close to the film given the animation we have available in the game, but, if you want changes let me know.
The fight scene could be on a lower level, but, I liked the neat row of corpses you can get on the top level.
(Corpse looting may be an issue though.)

(translation: miffed = somewhat upset ...... wazoos=lots)<!--QuoteEnd--></div><!--QuoteEEnd-->
Unfortunately, I have no time for improving my part (or anything else). Just time for checking out the forum 2 or three times per month. But I'm happy that SJG will improve it <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> .
 
<!--quoteo(post=224783:date=Dec 7 2007, 12:10 PM:name=bartolomeu o portugues)--><div class='quotetop'>QUOTE(bartolomeu o portugues @ Dec 7 2007, 12:10 PM) [snapback]224783[/snapback]</div><div class='quotemain'><!--quotec-->Unfortunately, I have no time for improving my part (or anything else). Just time for checking out the forum 2 or three times per month. But I'm happy that SJG will improve it <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> .<!--QuoteEnd--></div><!--QuoteEEnd-->

Thanks for that Bartolomeu - I was wondering where you were, then remembered you saying you were about to get very busy.

The front end change is due to the Video in the Grotto that has been added, so the first lines of Barbossa's text has been removed. (They are the same dialog).
The back end is still to be finalised, and adds some characters and a fight/chase.
 
Thanks for your work Short Jack Gold! I'll check it out! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

Nice seeing you again Bartolomeu! Thanks for your work as well! How are you doing?

<!--quoteo(post=224773:date=Dec 7 2007, 04:45 PM:name=Short Jack Gold)--><div class='quotetop'>QUOTE(Short Jack Gold @ Dec 7 2007, 04:45 PM) [snapback]224773[/snapback]</div><div class='quotemain'><!--quotec-->When that conversation is complete, you turn and look towards the interceptor and (in self dialog) think to yourself what an interesting ship that would be to have.
You are then in player mode and free to wander over and talk with Murtogg and Mullroy.
I have also done a short "Elizabeth into the water (CursedCoin)" film clip to replace the existing one.
If you are interested I will upload them.<!--QuoteEnd--></div><!--QuoteEEnd-->That sounds pretty interesting. Please upload! <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
Does the automatic addressing work in this case?
 
<!--quoteo(post=224806:date=Dec 7 2007, 02:48 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 7 2007, 02:48 PM) [snapback]224806[/snapback]</div><div class='quotemain'><!--quotec-->Does the automatic addressing work in this case?<!--QuoteEnd--></div><!--QuoteEEnd-->

Er ... 'scuse me? I put my socks on one at a time. <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> (Note to Self: I must be serious <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" /> )

If you mean does the dialog start as you hit the locator trigger - then yes.
If you mean something else could you enlighten me. That term has me confused.
 
Sorry; that was indeed exactly what I meant. So that's working with that change? BRILLIANT! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
<!--quoteo(post=224811:date=Dec 7 2007, 03:03 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 7 2007, 03:03 PM) [snapback]224811[/snapback]</div><div class='quotemain'><!--quotec-->Sorry; that was indeed exactly what I meant. So that's working with that change? BRILLIANT! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Not really that brilliant - If you think about it, we already knew that if you "talked" to someone else - then it worked.
All I've done is to make you talk to yourself. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> (which I have been doing a lot of lately!)
This of course has the same effect as before, but this time is intuitive to the player and transparent to him/her as to what is going on.
In the original camera view - I also have the player turn to look at the Interceptor.

While we are on this part - can you let me have "simple virtual sailor's" new camera angles for this scene. I am SURE it won't have any diverse effect but I would like to check.

I have just uploaded - in SJG DEC COTBP1 on the ftp the this and other files (notes included) They are in SJG to Pieter in said file.
 
If you won't accept "brilliant", perhaps you'll accept "great". I think it's a great idea. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
As for the new camera angles mod: It's not a final mod. This mod works very nicely in some cases, but then not so well in others. We'll need to do some serious work on this to get it working right in all cases. Also in Maximus' files there is an alternative to this mod that can be toggled and tweaked in the BuildSettings interface, but this has the same drawbacks. In many cases the camera moves through the walls and such. Not quite perfect. Also it DOES look really good during the talk with the harbourmaster, but not so much during the talk with Murtogg and Mulroy where the original camera behind the player was much more effective with the camera moving from the one to the other to great effect. In any case, you can find a simple virtual sailor's camera changes mod <a href="http://pafiles.com/potc/a%20simple%20virtual%20sailor/dialog.rar" target="_blank">here</a>.
 
<!--quoteo(post=224828:date=Dec 7 2007, 03:55 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 7 2007, 03:55 PM) [snapback]224828[/snapback]</div><div class='quotemain'><!--quotec-->If you won't accept "brilliant", perhaps you'll accept "great".<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks for that.
What really pleases me, is the fact that we "close" a hole in the story line.
Why, if you haven't seen the film, would you want to go to the other dock?
This fix provides the answer to that and it is then up to the player whether he/she accepts the quest or not, but at least has the "hint" as to what to do next.
AND
We get the panoramic view of the Interceptor that you wanted to achieve in the first place.

Thanks for the camera view info as well.
As I have mentioned, that change is not imperative for this scene to work as you wanted, with perhaps a slight adjustment to Mutogg's position, for a better initial view.
But, as you are in player mode you can pan across the dock as you wish.

I am looking at the Grotto fight scene at the moment. I find that dependent on how Will's corpses fall, he can, on occasion, get stuck in the middle of the cave, preventing him from coming to the player and the next dialog to continue. I would be interested to know if you experience this issue when you get time to play it.
(Or anyone else who is playing these mods)
 
Back
Top