I dunno, how hard would it be to set the start time for those two side quests to after you talk to Beltrop? The Main quest is not broken and the side quests should work fine with no warnings needed.
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!
Quick links for Beyond New Horizons
- Download latest version
- Wiki
- FAQ
- Report bugs here
- Bug Tracker on Github
Quick links for Maelstrom
- Download the latest version of Maelstrom
- Download the latest version of ERAS II
- Download the latest version of New Horizons on Maelstrom
Quick links for PotC: New Horizons
- Download latest version
- Wiki
- FAQ
- Report bugs here
Thanks to YOUR votes, GOG.com now sells:
- Sea Dogs
- Sea Dogs: Caribbean Tales
- Sea Dogs: City of Abandoned Ships
Vote now to add Pirates of the Caribbean to the list!
Quick links for AoP2: Gentlemen of Fortune 2
- Downloads and info
- ModDB Profile
- Forums Archive
A Pirate Podcast with Interviews
Music, Comedy and all things Pirate!
- Episode Guide - About - Subscribe -
- Twitter - Facebook - iTunes - Android -
- Youtube - Fill the Coffers -
......................
the whole point is that i know where the quests are, because i found them before things got way more complicated. a new player won't be so lucky.
.....................
If they get killed in the Claire Larrouse quest then I think it causes problems when they are recreated for the Main Quest.
.....................
............
Black Bart: You are advancing too quickly? I start at "shwashbuckler" level in realistic mode. Then I only use the normal mechanical devices to help me, like the compass, clock, doctor's kit, etc.. It really slows down the speed at which you advance and makes the game much more interesting. All of those "lucky charms" should be removed from the game IMO. Or at least have a few zeros added to their price. Sailing is the skill where I advance the slowest, about the same speed as grappling.
Oh, in "options", "advanced options" try setting the "skills-up bonus" to 10%.
..................................
sailing skill training speed really shouldn't be lowered. many skills go up deceptively quick at first, but they'll bottom out eventually long before they max. melee skill is what goes up too fast for me, often reaching 10 while the next skill in line is at 4 or 5.
On top of that many of these conversations for the shops/taverns etc do not appear in '....Program Files\Bethesda Softworks\Pirates of the Caribbean\PROGRAM\DIALOGS', which is where you can see the previous working ones i think? I've yet to find where the changed dialogs are! But i'll find them eventually.
You could probably get away with solely copying their character init files, changing their ID and using the different ID in the sidequest.Probably the simplest solution would be to create 2 new unique characters ( say Claires_Pirate_01 and Claires_smuggler_01 ) using the same models etc for Claires crew, -- might have to copy some dialog files etc -- this would then remove the conflicts between the side quest and the main story.
That sounds great; looking forward to it!Anyway i've been experimenting with some slightly different dialogues, which set you up properly as a new person to the Caribbean, and new to Malcolm also(so he introduces himself as Malcolm Hatcher right from the start), which hopefully gives the whole tutorial a better foundation, so it's more like ship orientation, from your new boatswain, Malcolm hatcher. I'll give it to Pieter sometime to try out and see what he thinks.
Early in the game, you get a deliberate "excessive" amount of XP for anything you do, but this stops after level 5 or so.Oh one question, where can i slow down character progression, as in the points that are gained to enable a level up of you char? I think the sailing bonus is too generous, i can gain a few levels just by sailing around in direct sail mode for 30mins or so!(it seems). I've checked all the 'advanced options' in the game menu, and looked through InternalSettings.h, but haven't been able to pinpoint the maths behind the various skills and their usage and leveling up?