• New Horizons on Maelstrom
    Maelstrom New Horizons


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New to modding

Swindler

Landlubber
Storm Modder
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> @all!

First of all I want to congratulate all of you, that participated in the Mod-Build! It's great <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> and I'm continously looking for updates of the Post Build 12 Mod Compilation.

Now I wanted to do some modding myself. First thing I tried was to mod Alan Smithee's(?) Apothecary Mod so that it's possible to increase maximum health not only for PChar but also for party members. I hope, this is no offending, it's just for learning... And I thought, why should my officers (which are good comrades) not also get the benfits of the contemporary medicine? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

But when trying to set the dialogues, I ran into problems:

I didn't want to hardcode the strings "For my officer <b>Mr./Miss</b> <officer_name>" into the dialogue. Having in mind the tasks mentioned in the Wiki <a href="http://robotsdontbleed.com/wacko/wakka.php?wakka=TextAndVoiceProject&v=txp" target="_blank">Text and Voice Project</a>, I looked for possibilities, to generalize this.

So I wrote a function <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->GetOfficerAddressForm()<!--c2--></div><!--ec2--> in Dialog_func.c:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->string GetOfficerAddressForm(ref officer)
{
    string retstr;
    int nat = sti(officer.nation);
    bool bSex = chrsex(officer);
    
    retstr = GetAddressForm(ADDR_CIVIL, nat, bSex) + " " + officer.name + " " + officer.lastname;
    return retstr;    
}<!--c2--></div><!--ec2-->

It took some time, until I figured out, why this didn't work: the strings in <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Set_inDialog_Attributes()<!--c2--></div><!--ec2--> have to be in common.ini also and are not now. So I did this. I also did it for the pronouns. Could this be of use for your above mentioned Text and Voice project?

Greetings
 
I want to give you a hearty welcome! We're always happy to see new sailors here, especially when they're helping in some coding as well. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

I'm quite sure it must be useful for something, yes. Usually, nobody talks with* or about** an officer, so this wouldn't be nescessary. However: Who is to say that it is not needed in future mods, such as the one you're working on? Sounds like you have an excellent idea and I would be happy to put it in the post Build 12 modpack once it's done. If you send me the required files for the officer addressing form, I'll put that in as soon as I can.

For your apothecary improvement mod: I don't think Alan Smithee would mind. I already changed some stuff in his blacksmith mod and so did Couchcaptain Charles. But if you want to be sure, just drop him a PM. I hope you'll get this mod to work; it sounds great. You might want to check out the tailor's shop dialog files; you can choose on which officer the model change will have effect in that dialog as well. It might help you... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

* Ok; I admit. Talking with an officer is possible, but his/her name is not mentioned in the dialog.
** I just remembered: In the tailor's shop dialog, there <i>is</i> an option about your different officers.
 
<!--QuoteBegin-Pieter Boelen+Sep 25 2005, 12:18 PM--><div class='quotetop'>QUOTE(Pieter Boelen @ Sep 25 2005, 12:18 PM)</div><div class='quotemain'><!--QuoteEBegin-->I want to give you a hearty welcome! We're always happy to see new sailors here, especially when they're helping in some coding as well. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

Thank you very much! Although I have to admit, I'm more of a landlubber than of a sailor. And coding is my business... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Sounds like you have an excellent idea and I would be happy to put it in the post Build 12 modpack once it's done. If you send me the required files for the officer addressing form, I'll put that in as soon as I can.<!--QuoteEnd--></div><!--QuoteEEnd-->

Done. Please check your EMail.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->For your apothecary improvement mod: I don't think Alan Smithee would mind. I already changed some stuff in his blacksmith mod and so did Couchcaptain Charles. But if you want to be sure, just drop him a PM.<!--QuoteEnd--></div><!--QuoteEEnd-->

Also done!

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I hope you'll get this mod to work; it sounds great. You might want to check out the tailor's shop dialog files; you can choose on which officer the model change will have effect in that dialog as well. It might help you... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

Yes, it did, thanks again. It was not too difficult, to do that <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" /> and the mod is finished except for some small oddities:

* you have to pay treatment of your officer from your personal wealth - not sure, if thats not to change

* e. g. Fred Bob starts with 280 max hp. With first time level up it's reset to 98 or somewhat. The same happens when you let him be treated by the apothecary and he hadn't levelled up by now. Looks like the apothecary has to do some further studies... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />

I have not tested the mod during game, just with the PotCModhelper-Tool, starting directly at Greenford and setting officers, money and needed items hardcoded. But I have not reached Greenford by now in the current game.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->** I just remembered: In the tailor's shop dialog, there <i>is</i> an option about your different officers.<!--QuoteEnd--></div><!--QuoteEEnd-->

Exactly. And by now it's: <i>For my officer Mr. Claire Larrouse...</i>


And now on to the next idea...
 
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