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

One problem for people who DON'T want to play the quest: All the reload locators to sea have been closed and are only opened when you continue the quest. Also you have the Interceptor as your ship straight away, so you could in theory sell that ship and gain a lot of money from doing so.

I noticed that although Weatherby Swann is used in the quest, he doesn't actually replace the governor in the mansion. Would be nice if he did. Same for when Cutler Beckett is governor.

What about that problem with using Edgar Attwood in the quest? How about using a random army officer instead?

I was thinking perhaps it'd be nice to add some more interest to the boarding of the Interceptor. Perhaps add Will, Elizabeth and Annamaria on deck, fighting skeletons as well? Just to give the impression of a battle going on?

The Dauntless has not been added to the escape from Redmond yet. I was thinking it would be nice to set the player ship to the Dauntless and when you go to sea, you are sailing the Dauntless, a big and hardly manouvrable ship. The Interceptor comes to board you and then you can swap ships. Perhaps something worth experiementing with. Would be cool. In any case I would like to see the Dauntless moored in port during the Redmond port scenes. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

I'll go and do some code merging work today and add all your latest changes. Let's see what happens. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=224871:date=Dec 8 2007, 08:13 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 8 2007, 08:13 AM) [snapback]224871[/snapback]</div><div class='quotemain'><!--quotec-->One problem for people who DON'T want to play the quest: All the reload locators to sea have been closed and are only opened when you continue the quest. Also you have the Interceptor as your ship straight away, so you could in theory sell that ship and gain a lot of money from doing so.<!--QuoteEnd--></div><!--QuoteEEnd-->Perhaps for non-quest players, when you leave the port the player's ship reverts to none, or Tartane. If you go back to the dock the Interceptor will have sailed, and be replaced with whatever ship you bought in the Shipyard and the locators would be reset to open. Would that work?

<!--quoteo(post=224871:date=Dec 8 2007, 08:13 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 8 2007, 08:13 AM) [snapback]224871[/snapback]</div><div class='quotemain'><!--quotec-->I noticed that although Weatherby Swann is used in the quest, he doesn't actually replace the governor in the mansion. Would be nice if he did. Same for when Cutler Beckett is governor.<!--QuoteEnd--></div><!--QuoteEEnd-->Not sure what you mean here, but in my game Cutler Beckett DOES replace the Silehard when he takes over. As for Weatherby Swann, in our story, he has only just arrived and so far, in the quest, we do not go to the mansion. I can add him there though if you like, or, which I think is better, lock the Residence for this part of the quest.

<!--quoteo(post=224871:date=Dec 8 2007, 08:13 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 8 2007, 08:13 AM) [snapback]224871[/snapback]</div><div class='quotemain'><!--quotec-->What about that problem with using Edgar Attwood in the quest? How about using a random army officer instead?<!--QuoteEnd--></div><!--QuoteEEnd-->That has been done in the extracts I sent you.

<!--quoteo(post=224871:date=Dec 8 2007, 08:13 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 8 2007, 08:13 AM) [snapback]224871[/snapback]</div><div class='quotemain'><!--quotec-->I was thinking perhaps it'd be nice to add some more interest to the boarding of the Interceptor. Perhaps add Will, Elizabeth and Annamaria on deck, fighting skeletons as well? Just to give the impression of a battle going on?<!--QuoteEnd--></div><!--QuoteEEnd-->I am afraid I don't like that. The Interceptor is a King's ship. What would skeletons be doing on board?

<!--quoteo(post=224871:date=Dec 8 2007, 08:13 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 8 2007, 08:13 AM) [snapback]224871[/snapback]</div><div class='quotemain'><!--quotec-->The Dauntless has not been added to the escape from Redmond yet. I was thinking it would be nice to set the player ship to the Dauntless and when you go to sea, you are sailing the Dauntless, a big and hardly manouvrable ship. The Interceptor comes to board you and then you can swap ships. Perhaps something worth experiementing with. Would be cool. In any case I would like to see the Dauntless moored in port during the Redmond port scenes. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Yea, would be good.
 
Not skeletons, pirates, the part that the Interceptor is boarded by the Pearl, Jack escapes from the brig. So you should first fight yourself out of the hold, and then you will be teleported onboard the interceptor or (Big deck vs Low Deck) So you would have to fight the pirates of Anamaria, Liz, Will and Gibbs.
 
<!--quoteo(post=224872:date=Dec 8 2007, 02:33 PM:name=Short Jack Gold)--><div class='quotetop'>QUOTE(Short Jack Gold @ Dec 8 2007, 02:33 PM) [snapback]224872[/snapback]</div><div class='quotemain'><!--quotec-->Perhaps for non-quest players, when you leave the port the player's ship reverts to none, or Tartane. If you go back to the dock the Interceptor will have sailed, and be replaced with whatever ship you bought in the Shipyard and the locators would be reset to open. Would that work?<!--QuoteEnd--></div><!--QuoteEEnd-->I think that sounds pretty good. That way we don't force people to play it that way. However, this does mean that if you leave port, you cannot continue the quest even if you do want to. Anything we could do about that still? Or should we just leave it?

<!--quoteo(post=224872:date=Dec 8 2007, 02:33 PM:name=Short Jack Gold)--><div class='quotetop'>QUOTE(Short Jack Gold @ Dec 8 2007, 02:33 PM) [snapback]224872[/snapback]</div><div class='quotemain'><!--quotec-->Not sure what you mean here, but in my game Cutler Beckett DOES replace the Silehard when he takes over. As for Weatherby Swann, in our story, he has only just arrived and so far, in the quest, we do not go to the mansion. I can add him there though if you like, or, which I think is better, lock the Residence for this part of the quest.<!--QuoteEnd--></div><!--QuoteEEnd-->Woops; I forgot. Beckett DOES take over. I personally think that Swann should be instated as governor in the mansion as well when the CotBP quest starts. Then he will remain governor until a possible DMC quest starts. Then I wonder who should become governor after the AWE quest. Silehard has been removed because of his lust for treasure, both Beckett and Swann are dead. I think we'd need to call on governor Brin. Again.

<!--quoteo(post=224872:date=Dec 8 2007, 02:33 PM:name=Short Jack Gold)--><div class='quotetop'>QUOTE(Short Jack Gold @ Dec 8 2007, 02:33 PM) [snapback]224872[/snapback]</div><div class='quotemain'><!--quotec-->That has been done in the extracts I sent you.<!--QuoteEnd--></div><!--QuoteEEnd-->I see. Thanks a lot.

<!--quoteo(post=224872:date=Dec 8 2007, 02:33 PM:name=Short Jack Gold)--><div class='quotetop'>QUOTE(Short Jack Gold @ Dec 8 2007, 02:33 PM) [snapback]224872[/snapback]</div><div class='quotemain'><!--quotec-->I am afraid I don't like that. The Interceptor is a King's ship. What would skeletons be doing on board?<!--QuoteEnd--></div><!--QuoteEEnd-->Woops. Should just be pirates: Barbossa's crew. Not skeletons.
 
<!--quoteo(post=224875:date=Dec 8 2007, 09:12 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 8 2007, 09:12 AM) [snapback]224875[/snapback]</div><div class='quotemain'><!--quotec-->I think that sounds pretty good. That way we don't force people to play it that way. However, this does mean that if you leave port, you cannot continue the quest even if you do want to. Anything we could do about that still? Or should we just leave it?<!--QuoteEnd--></div><!--QuoteEEnd--> That's easy enough. I've been using Henry the beggar, just inside the town gates, to give game hints up to now. I could just give him a dialog to give the player the option to reconsider taking the quest. The town gates could remain locked until the player makes a final decision one way or the other.

<!--quoteo(post=224875:date=Dec 8 2007, 09:12 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 8 2007, 09:12 AM) [snapback]224875[/snapback]</div><div class='quotemain'><!--quotec-->Woops; I forgot. Beckett DOES take over. I personally think that Swann should be instated as governor in the mansion as well when the CotBP quest starts. Then he will remain governor until a possible DMC quest starts. Then I wonder who should become governor after the AWE quest. Silehard has been removed because of his lust for treasure, both Beckett and Swann are dead. I think we'd need to call on governor Brin. Again.<!--QuoteEnd--></div><!--QuoteEEnd--> I will have a look at what we could do here. The Silehard quest is still "live" at this point with Danielle on the Lighthouse beach, but I take your point.

<!--quoteo(post=224875:date=Dec 8 2007, 09:12 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 8 2007, 09:12 AM) [snapback]224875[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=224872:date=Dec 8 2007, 02:33 PM:name=Short Jack Gold)--><div class='quotetop'>QUOTE(Short Jack Gold @ Dec 8 2007, 02:33 PM) [snapback]224872[/snapback]</div><div class='quotemain'><!--quotec-->I am afraid I don't like that. The Interceptor is a King's ship. What would skeletons be doing on board?<!--QuoteEnd--></div><!--QuoteEEnd-->Woops. Should just be pirates: Barbossa's crew. Not skeletons.
<!--QuoteEnd--></div><!--QuoteEEnd-->That would be better later on I think, in BoP's bit, but I will have a look.
 
What's BoP? I was talking of the boarding of the Interceptor by the Black Pearl. I think there should be more of a battle there, involving a bunch of pirates, Will, Elizabeth and Annamaria.
 
<!--quoteo(post=224908:date=Dec 8 2007, 12:57 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 8 2007, 12:57 PM) [snapback]224908[/snapback]</div><div class='quotemain'><!--quotec-->What's BoP? I was talking of the boarding of the Interceptor by the Black Pearl. I think there should be more of a battle there, involving a bunch of pirates, Will, Elizabeth and Annamaria.<!--QuoteEnd--></div><!--QuoteEEnd-->Bartolemue o Portugese
Yes I agree with the Interceptor Black Pearl case and boarding. I am also looking to add the bonfire/signal fire on the marooned island segment.
Is the bonfire in game an item? or put better, where do I find it? (the beach fire that is sometimes on the pirate island)
 
You can use a locator for that. just search for something that mentions fire <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
That can be done through code somehow. Maximus added that fire to QC beach through code.
 
<!--quoteo(post=224828:date=Dec 7 2007, 04:55 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 7 2007, 04:55 PM) [snapback]224828[/snapback]</div><div class='quotemain'><!--quotec-->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>.<!--QuoteEnd--></div><!--QuoteEEnd-->

Tell me Pieter! Where can I find those Maximus files you are talking about? I'd like to have a look at them...
And I wanted to know : what is this thing about a panoramic view of the Interceptor? How was that achieved?
 
You can find those files in Maximus' folder on the <a href="http://pafiles.com/build/-=MAXIMUS=-/" target="_blank">PotC Build FTP</a>. It's in "FOR_PIETER AND_KK_26.11.2007.rar".
As for the panoramic view of the Interceptor: I did NOTHING to acchieve it. It just happens when using your camera modification with the CotBP quest. See <a href="http://www.piratesahoy.com/forum/index.php?act=Attach&type=post&id=1361" target="_blank">this picture</a>.
I think we should add a switch to dialog.c that checks for a pchar attribute and depending on that uses either the stock game camera (behind player), your camera (from the left), the same from the right, or Maximus' tweakable camera. That way we can choose which camera to use in certain quest cases. For example: Then we can set the camera to your original version for the encounter seen in above screenshot. But then we set it to the original stock game camera for the dialog with Murtogg and Mulroy, because that looks much better with the camera moving from character to character. Or perhaps we can do this by making a function for each different camera mode and adding function calls to the various dialog files.
 
<!--quoteo(post=224966:date=Dec 8 2007, 05:06 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 8 2007, 05:06 PM) [snapback]224966[/snapback]</div><div class='quotemain'><!--quotec-->For example: Then we can set the camera to your original version for the encounter seen in above screenshot. But then we set it to the original stock game camera for the dialog with Murtogg and Mulroy, because that looks much better with the camera moving from character to character. Or perhaps we can do this by making a function for each different camera mode and adding function calls to the various dialog files.<!--QuoteEnd--></div><!--QuoteEEnd-->
As I last sent it to you, the panoramic view is obtained by the player being turned to look at Mullroy/Murtogg (don't remember which one it was at the moment) so the effect is controlled by the quest_reaction file, which of course has the correct view when you meet the two soldiers on "their" part of the dock..
I don't disagree with what you are saying here, by the way. I just thought this was simpler to do.
 
I already did what I proposed in my game. It works, but causes error log messages. Not sure why... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

I was having some thoughts about Barbossa's mutiny: It strikes me as odd that the mutiny occurs on Douwesen beach and you are marooned there. Have you had a look at my (unfinished) rewrite of the First Contact quest? There I managed to make Davy Jones visit you aboard your own ship when entering 3D sailing mode anywhere. I was thinking we could do the same thing with the mutiny. You set sail from Oxbay lighthouse, go to the worldmap, next time you enter 3D sailing mode, you go to your ship's deck and you are mutinied upon. Then you are teleported to the island where you are marooned later on as well.

Bootstrap Bill coming to rescue you still strikes me as odd. I'd have him replaced by the Rum Runners mentioned in the CotBP film.

Have you got any thoughts yet on how to incorporate the Flying Dutchman into the original main quest? I am thinking we should make the First Contact quest part of the main quest, so that Beckett orders you to go help the governor of Cayman and then you learn of Davy Jones and the Dutchman. Also what to do with the Black Pearl sighting at Falaise de Fleur, the cursed Black Pearl crewmember there and the Black Pearl appearing after leaving Khael Roa? I think all that needs some rewriting still. At the very least to replace the Black Pearl with the Flying Dutchman. But I was thinking perhaps we could come up with yet another new cursed ship with its own curse, so we don't overuse Davy Jones either. After all: We have Cylon13's cursed ships anyway; we might as well use them. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=225162:date=Dec 10 2007, 07:40 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 10 2007, 07:40 AM) [snapback]225162[/snapback]</div><div class='quotemain'><!--quotec-->I was having some thoughts about Barbossa's mutiny: It strikes me as odd that the mutiny occurs on Douwesen beach and you are marooned there. Have you had a look at my (unfinished) rewrite of the First Contact quest? There I managed to make Davy Jones visit you aboard your own ship when entering 3D sailing mode anywhere. I was thinking we could do the same thing with the mutiny. You set sail from Oxbay lighthouse, go to the worldmap, next time you enter 3D sailing mode, you go to your ship's deck and you are mutinied upon. Then you are teleported to the island where you are marooned later on as well.<!--QuoteEnd--></div><!--QuoteEEnd--> I agree - I will have a look.
<!--quoteo(post=225162:date=Dec 10 2007, 07:40 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 10 2007, 07:40 AM) [snapback]225162[/snapback]</div><div class='quotemain'><!--quotec-->Bootstrap Bill coming to rescue you still strikes me as odd. I'd have him replaced by the Rum Runners mentioned in the CotBP film.<!--QuoteEnd--></div><!--QuoteEEnd-->Let's agree to differ for the moment. Jack's conversation with Will "...I was one of the few who knew him as William ..." suggests they had had a close relationship and later, when Jack agrees to help will once he finds out he is Bill's son, is because he knew about the missing coin, and I tried to indicate all that by the rescue. I will look at it again.
<!--quoteo(post=225162:date=Dec 10 2007, 07:40 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 10 2007, 07:40 AM) [snapback]225162[/snapback]</div><div class='quotemain'><!--quotec-->Have you got any thoughts yet on how to incorporate the Flying Dutchman into the original main quest? I am thinking we should make the First Contact quest part of the main quest, so that Beckett orders you to go help the governor of Cayman and then you learn of Davy Jones and the Dutchman. Also what to do with the Black Pearl sighting at Falaise de Fleur, the cursed Black Pearl crewmember there and the Black Pearl appearing after leaving Khael Roa? I think all that needs some rewriting still. At the very least to replace the Black Pearl with the Flying Dutchman. But I was thinking perhaps we could come up with yet another new cursed ship with its own curse, so we don't overuse Davy Jones either. After all: We have Cylon13's cursed ships anyway; we might as well use them. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Perhaps the Dutchman can be the mystery ship at Falaise de Fleur ??? - two birds with one stone. The story could still "suggest" the Black Pearl, but when you get there you find it isn't. ??? (less of a re-write).
 
But why would the story suggest the Black Pearl when that ship doesn't yet exist at all? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=225193:date=Dec 10 2007, 11:10 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 10 2007, 11:10 AM) [snapback]225193[/snapback]</div><div class='quotemain'><!--quotec-->But why would the story suggest the Black Pearl when that ship doesn't yet exist at all? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->O.K. I didn't word it well, sorry. I meant a "cursed" ship. It is not named in the game. It could be (for our story's sake) have been the first to have found Cortez's treasure, which would have cursed it, and the rumors would have started. Just about a cursed ship - no name. The player goes looking for it and, either sees it at Falaise de Fleur (using one of Cylon's ships) or, sees the Flying Dutchman instead. In either case, as is, you only see it anyway as it just sails off.
 
The first ship to find the treasure and starting the rumours? Now THERE's an interesting idea! I like it! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
We also need some ship at the end of the original main quest replacing the Black Pearl. Could be the same ship here. Cylon13's Cursed Corvette, for example.
 
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