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JRH quest

Sounds good. This IS the "POTC Modders" forum, so if you post here, it will not be visible to most other members.
So any "spoilers" there might be won't spoil the fun of the regular users.
Just the modding team. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
Ok the story is very simple:
part 1 save the governors daughter who has been kidnapped and sold to a brothel in QC. You save her by escape over the roofs in QC town. On this way you run into a meeting with the Coastbrothers and have to fight/run. Later one roof can't take the weight of 3 persons and fall in. There is some puzzle there with carpenters tools to get out. Later you survive a nasty gunpowder explosion at QC gates.

part 2 go to Redmond to get the reward from Woodes Rogers (her father). Now he wants to test you a little and there are 6 small quests/missions to get the 6-parted reward. Every one a little bit more difficult than the other. This means exploring Rogers very large residence which is spread around the Redmond tavern. And a final 7:th out on the governors prize ships. There is a story behind those reward items which may point to another quest .... Now Rogers officers & crew turn against their boss & kills Rogers in their seek for ... They are after you as well.

I have put in levers, steplocks, keys, a distillery that works (if you are careful) an elevator (mechanic not electric of course) books for a library, many hidden doors. Rogers officers (William Dampier & others), Daniel Defoe, Alexander Selkirk, a powdermonkey, a shower, a gas lighting system, some equipable items & more

I want to avoid any collision with the main quest so this mission may start after you have delivered the chest to Redmond tavern and been to jail. I'm on the 6:th reward item now: an old mine and a pirate hideout in a church ruin (Charles Vane & other captains). Vane forces you to do a mission for them, but that shows up to be something good. Last in the quest you take help from Vane and defeat the Rogers crew. Final in Carolines drawing room with the loyal friends. The quest is over when the guy with the bad swedish accent arrives.

Now you know almost all about the Caroline K adventures or Woodes Rogers quest...
 
Indeed that really does sound VERY good indeed! <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />
 
I know I have a lot of questions and don't know if anyone bothers to answer them but here are some more:

1) When making new locatorfiles (adding some locators without spoiling the original file) SOMETIMES a 'textured' triangle becomes visible, but not always. That triangle is normally situated very low down under floor/ground. Why why why? (The triangle's y-coord becomes = 0.) <img src="style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" />

2) I have NOT succeded in doing my own meshes - I have followed the idea of saving as VRML & then back to GM. Anyone knows how to do it? <img src="style_emoticons/<#EMO_DIR#>/huh.gif" style="vertical-align:middle" emoid=":huh" border="0" alt="huh.gif" />

3) I heard some time ago that (was it Mings) had attached some (pistol)models to a character. Would be fun to eperiment with other items. Wonder how it was done? Meshes ? Locators - and in that case how? <img src="style_emoticons/<#EMO_DIR#>/252_ship_captain.gif" style="vertical-align:middle" emoid=":252_ship_captain:" border="0" alt="252_ship_captain.gif" />
 
1) The triangle might be related to the walk file.
I've seen triangle-shaped walk GM files for ships before.

2) Ask Sir Christopher Mings and/or Thomas the Terror.

3) See #2.
 
Hello Pieter, the triangle can be seen if you open any locatorfile in the GM-viewer. I'll repeat my questions #2 & #3 then:

Ahoy Sir Christopher Mings and/or Thomas the Terror can you hear me? <img src="style_emoticons/<#EMO_DIR#>/shoot.gif" style="vertical-align:middle" emoid=":shoot:" border="0" alt="shoot.gif" />
 
So you made something out of existing gm objects, saved it as vrml and converted it to gm, and it didn't work? But what do you mean with not working? Is it inside out, or doesn't the tool want to save it, or?

Mings modeled those guns in. I think you can do the same, if you saved a pistol model as a "character" (to do that, just leave the ship/location box unchecked) and then apply them to the model with the edit scene. Then you save it as vrml, bind the animation and save it as .gm.
 
Let's say I take the "Bale" from swimgoods, save it as VRML and again as GM, put this model in the meshes directory, open for ex the "large store" location and doubleclick on "bale" in the left section I get only this message:

"This model is not compatible with the current scene. You can't add characters to a scene with non-character models oder vice versa." this if item box unchecked,

if checked I can't even open the VRML: "Model could not be read".

When trying a last time it sddenly worked: I have to save the location as well via VRML to GM and then add the bale! (saving as VRML made the location turn 90 degrees down though)

Thanks for your answer Thomas, see if I'm able to copy that Mings style of adding things to a character.
 
Mings used an external modeling program; Blender I think. Drop him a PM.
 
I'm still alive and working on this quest almost every day. It has taken me so long (2½ year now)that I think I'll get old before it's done. From the beginning it was 8 parts, now I've finished 7½ but somehow the parts now are 11??? I'll try to upload some screenshots with corresponding sounds.
 
Wow! I see LOTS of cool stuff! Incredible, Jack! Absolutely incredible! <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />
If you need help with your quest, be sure to let Short Jack Gold or Bartolomeu o Portugues know.
They should be able to help. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Hello JRH, you asked about that locatorfile based triangle which becomes visible sometimes when changing locators.
Easy fix: use the TOOL and "Edit scene" click on the gm file name & drag it down (under the floor/ground).
This makes no harm to the locators but has to be repeated EVERY time you change the same locator file.<!--QuoteEnd--></div><!--QuoteEEnd-->I found that this way of "sinking down" things also is very useful if you want to remove some parts of a location. Just sink those part down. NO need to fix with COL files etc (which I never succeded with anyhow). Some AOP inside gm files makes a "jump sideways" with this method.
 
Hello Pieter, I don't need any help for the moment. What takes time is to invent new things and make it interesting. The focus of the quest are the puzzles (6 done, 4 planned/prepared): Search the new locations for items & functions, talk with new and existing characters for hints, solve the puzzles while trying to survive.
When the time comes to merge this thing in somewhere I sure need help with where and how. Periods and stuff. I'll also ask Short Jack Gold again for a language upgrade help later on.

Yes one thing: this was thought as a sidequest. Is this still the right way to think? I mean with the new options of scenarios/periods and so? Is the main quest "running" in all cases?
 
Do you have any examples of things you... sunk down? <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
I moved your quest updates to your own thread to prevent confusion.

A quest with lots of puzzles rather than action scenes sounds GREAT! Definitly something different too.
If your quest is extensive enough and is supposed to feature a specific main character (eg "Jack Rackham"), it should be possible to make it a seperate main quest.
In theory this should all work, but we're having rather a lot of quest-related challenges at the moment.
Basically all the newly added storylines don't work properly yet, but we're working on fixing it.
In the end it's all your choice. By the time you're done, the system should be working properly I hope. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
I've sunk down the house in Pirate_outer_Location. Now empty for other things...

No I'm not the main character. The whole action is limited to 2 islands and Silehard among others is kidnapped so this is a typical sidequest. Year 1720 or so.
 
In that case you could have it as a side quest too. It'll be up to you.
You can add the side quest either to certain storylines or make it available in all.
I would choose the latter; I'd want all side-quests to be available in all storylines, except those that really don't make sense in that storyline (eg. Bartolomeu side quest in Bartolomeu storyline <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" /> ).
 
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