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Bug No Black Pearl Ship Deck

Hello Pirates :cheers

I have a big Problem. :/

I havn't a Black Pearl Ship deck... i install the game Three Times i think ( the mod too) but every Time when i go on the ship deck, there's a blackscreen.

Can maybe somebody help?


(Sorry for bad english :/ Isn't my favourite language :D )


/edit

I have the files in:


Computer / Acer (C: ) / programme (x86) / Bethesda Softworks / Pirates of the Caribbean / RESOURCE / Textures / Locations / decks / BlackPearl
 
What modpack version have you installed? Can you show your log files here please from your main game folder?
 
Can you enable log files? How to do it is explained in the FAQ. It sounds like a texture is not being loaded.
 
Äh yes, but i havn't a " error.log " :/ but all options are right, i mustn't edit anything.

Compile.log

Gauging: StartGauging
Gauging: starting init
Gauging: interface
==> BuildSettings: Sets to default
==> BuildSettings: New settings applied
Gauging: load build settings
Gauging: periods
Gauging: nations
Gauging: preprocessor
Init encounters complete.
Gauging: enc
Gauging: cann
Gauging: ships
Gauging: islands
Init weathers complete. 0 weathers found.
Gauging: weather
Gauging: perks
InitModels: Total number of models: 856
Gauging: models
InitSounds (English): created 59 entries.
InitMusic: created 73 entries.
InitGreetings: created 257 entries.
InitTalks: created 20 entries.
Gauging: Aliases
Gauging: sound
Gauging: goods
Gauging: Storylines
Gauging: Profiles
Main_LogoVideo() 0
PauseAllSounds
proc_break_video()
ResumeAllSounds
Main_LogoVideo() -1
Gauging: initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: wdmap
Gauging: islands
Number of locations: 748
Gauging: locations
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Items initialization complete. Loaded 1283 items.
Gauging: items
Gauging: char
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
Gauging: towns
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
Gauging: load options
InitSounds (English): created 59 entries.
InitMusic: created 73 entries.
InitGreetings: created 257 entries.
InitTalks: created 20 entries.
Gauging: Aliases
Gauging: infoshow
Gauging: initgame done
Init character names complete.
SETTING MUSIC: music_main_menu
proc_break_video()
proc_break_video()
proc_break_video()
proc_break_video()
proc_break_video()
proc_break_video()
proc_break_video()
proc_break_video()
proc_break_video()
proc_break_video()
proc_break_video()
proc_break_video()
proc_break_video()
SETTING MUSIC: music_main_menu
proc_break_video()
proc_break_video()
proc_break_video()
proc_break_video()
proc_break_video()
proc_break_video()
proc_break_video()
proc_break_video()
proc_break_video()
proc_break_video()
proc_break_video()
proc_break_video()
proc_break_video()
proc_break_video()
Done loading
bool CreateParticleEntity()
SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 14, theHour = 14
SEA: sealogin loading island Redmond
Set temporary group OurGroup coords: x=-1329.7, z=-1363.7, ay=-2.3894
Set temporary group CrRedmond1 coords: x=2357.6, z=512.44, ay=-5.1343e-002
Set temporary group tmpgrp_CrRedmond1_1 coords: x=2363.7, z=392.59, ay=-5.1343e-002
Set temporary group CrRedmond3 coords: x=-1241.5, z=-1975.9, ay=-1.4444
Set temporary group tmpgrp_CrRedmond3_1 coords: x=-1122.4, z=-1991.1, ay=-1.4444
Set temporary group CrRedmond5 coords: x=-1750.5, z=-1603.4, ay=-0.34666
Set temporary group tmpgrp_CrRedmond5_1 coords: x=-1709.7, z=-1716.4, ay=-0.34666
SEA: added ships
move to x=-1750.4499512, z=-1603.4499512
attack target=0 -> OurGroup
attack target=1022 -> CrRedmond3
SEA: Set tasks
updated AISea
Seafoam done
Telescope initiated
SETTING MUSIC: music_spokplavanie
ResumeAllSounds
SEA: SeaLogin end
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
BattleInterface DoSetFlags: 0
procGetRiggingData: n=-2, chr.id=Blaze, ship.type=BlackPearl, nation=3, ShipFlagsQuantity=2, bShipWithoutPennants=0
CurrentFlag=1, ShipFlagsQuantity=2, FlagType=E
BattleInterface DoSetFlags: 1
procGetRiggingData: n=-2, chr.id=CrRedmond1, ship.type=Shnyava2, nation=0, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=1, ShipFlagsQuantity=6, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-2, chr.id=CrRedmond1, ship.type=Shnyava2, nation=0, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=2, ShipFlagsQuantity=6, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-2, chr.id=CrRedmond1, ship.type=Shnyava2, nation=0, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=3, ShipFlagsQuantity=6, FlagType=E
procGetRiggingData: n=-3, chr.id=CrRedmond1, ship.type=Shnyava2, nation=0, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=4, ShipFlagsQuantity=6, FlagType=P
procGetRiggingData: n=-3, chr.id=CrRedmond1, ship.type=Shnyava2, nation=0, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=5, ShipFlagsQuantity=6, FlagType=P
procGetRiggingData: n=-3, chr.id=CrRedmond1, ship.type=Shnyava2, nation=0, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=6, ShipFlagsQuantity=6, FlagType=E
FlagType==FLAG_ENSIGN && n == SHIP_PENNANT
BattleInterface DoSetFlags: 2
BattleInterface DoSetFlags: 3
procGetRiggingData: n=-2, chr.id=CrRedmond3, ship.type=Ketch, nation=0, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=1, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-2, chr.id=CrRedmond3, ship.type=Ketch, nation=0, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=2, ShipFlagsQuantity=4, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-3, chr.id=CrRedmond3, ship.type=Ketch, nation=0, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=3, ShipFlagsQuantity=4, FlagType=E
FlagType==FLAG_ENSIGN && n == SHIP_PENNANT
procGetRiggingData: n=-3, chr.id=CrRedmond3, ship.type=Ketch, nation=0, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=4, ShipFlagsQuantity=4, FlagType=P
Sea_FirstInit done
BattleInterface DoSetFlags: 4
procGetRiggingData: n=-2, chr.id=CrRedmond4, ship.type=Barque1, nation=0, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=1, ShipFlagsQuantity=4, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-2, chr.id=CrRedmond4, ship.type=Barque1, nation=0, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=2, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-3, chr.id=CrRedmond4, ship.type=Barque1, nation=0, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=3, ShipFlagsQuantity=4, FlagType=P
procGetRiggingData: n=-3, chr.id=CrRedmond4, ship.type=Barque1, nation=0, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=4, ShipFlagsQuantity=4, FlagType=E
FlagType==FLAG_ENSIGN && n == SHIP_PENNANT
BattleInterface DoSetFlags: 5
procGetRiggingData: n=-2, chr.id=CrRedmond5, ship.type=Brigantina1, nation=3, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=1, ShipFlagsQuantity=4, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-2, chr.id=CrRedmond5, ship.type=Brigantina1, nation=3, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=2, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-3, chr.id=CrRedmond5, ship.type=Brigantina1, nation=3, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=3, ShipFlagsQuantity=4, FlagType=P
procGetRiggingData: n=-3, chr.id=CrRedmond5, ship.type=Brigantina1, nation=3, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=4, ShipFlagsQuantity=4, FlagType=E
FlagType==FLAG_ENSIGN && n == SHIP_PENNANT
BattleInterface DoSetFlags: 6
procGetRiggingData: n=-2, chr.id=CrRedmond6, ship.type=PiratHannah, nation=3, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=1, ShipFlagsQuantity=6, FlagType=E
procGetRiggingData: n=-2, chr.id=CrRedmond6, ship.type=PiratHannah, nation=3, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=2, ShipFlagsQuantity=6, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-2, chr.id=CrRedmond6, ship.type=PiratHannah, nation=3, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=3, ShipFlagsQuantity=6, FlagType=E
procGetRiggingData: n=-3, chr.id=CrRedmond6, ship.type=PiratHannah, nation=3, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=4, ShipFlagsQuantity=6, FlagType=E
FlagType==FLAG_ENSIGN && n == SHIP_PENNANT
procGetRiggingData: n=-3, chr.id=CrRedmond6, ship.type=PiratHannah, nation=3, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=5, ShipFlagsQuantity=6, FlagType=P
procGetRiggingData: n=-3, chr.id=CrRedmond6, ship.type=PiratHannah, nation=3, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=6, ShipFlagsQuantity=6, FlagType=E
FlagType==FLAG_ENSIGN && n == SHIP_PENNANT
SETTING MUSIC: music_spokplavanie
ResumeAllSounds
PauseAllSounds
PauseAllSounds
ItemLogic: On unload location
Boarding: Boarding location not loaded, current loc <ShipDeck7> <--- the problem?
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 14, theHour = 14
Whr_UpdateWeather finish weather update
SETTING MUSIC: music_spokplavanie
ResumeAllSounds

system.log

Scanning modules\
Loading modules...
Loaded 0
Reset...
Initializing CORE...
Creating atoms space: 128
done
initializing complete
Initializing DirectX 8
Techniques: 9 shaders compiled.
Techniques: 180 techniques compiled.
Techniques: compiled by 88129845 ticks.
BeginScene
The method call is invalid For example, a method's parameter may have an invalid value
Bad rope data for rope: (rope num = 30) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 367932628
Bad rope data for rope: (rope num = 412) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 370493172
Bad rope data for rope: (rope num = 413) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 370493172
Bad rope data for rope: (rope num = 414) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 370493172
Bad rope data for rope: (rope num = 415) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 370493172
Bad rope data for rope: (rope num = 111) (begin group=-1, end group=0)
Begin pointer = 370582428? end pointer = 0
Bad rope data for rope: (rope num = 112) (begin group=-1, end group=0)
Begin pointer = 370582428? end pointer = 0
Bad rope data for rope: (rope num = 110) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 372060508
Bad rope data for rope: (rope num = 210) (begin group=-1, end group=0)
Begin pointer = 372060508? end pointer = 0
Bad rope data for rope: (rope num = 212) (begin group=-1, end group=0)
Begin pointer = 372060508? end pointer = 0
Bad rope data for rope: (rope num = 211) (begin group=-1, end group=0)
Begin pointer = 372060508? end pointer = 0
Bad rope data for rope: (rope num = 213) (begin group=-1, end group=0)
Begin pointer = 372060508? end pointer = 0
Bad rope data for rope: (rope num = 214) (begin group=-1, end group=0)
Begin pointer = 372107332? end pointer = 0
Bad rope data for rope: (rope num = 215) (begin group=-1, end group=0)
Begin pointer = 372107332? end pointer = 0
Bad rope data for rope: (rope num = 221) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 372136828
Bad rope data for rope: (rope num = 222) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 372136828
Island Set
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
resource\models\locations\decks\deckBP\deckBig_ld.gm: can't open geometry file
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Unloading
System exit and cleanup:
Mem state: User memory: 68 MSSystem: 16 Blocks: 1
Leak: 'Bad memory address' line 0, size 68





Good luck my Friends xD and thank for help! ;-)
 
The problem is shown in the system log. You can sail the ship and walk around on deck while sailing, but if you want to go to your cabin or go on deck to talk to the crew there is a black screen. That Black Pearl deck has been messed up for a year with missing textures. The last time I went there I got a generic deck, but it sounds like you are getting no deck. It will take a modeler to fix this.
 
But i have one more question :

In which storyline can i get the flying dutchman?

I don't think you get the Flying Dutchman in a storyline. :no

To get it ( and other special ships ) - go to Tortuga and talk to the man in the tavern ( character from Jack Sparrow Films ) - you get special item from him which makes an island appear north of Cayman. On Island talk to man in shipwerck on one of the beaches - he will sell you special ships ( incl the dutchman ) for a high price. :yes

I think the man in Tortuga tavern is not there in the Assassin or Woodes Rogers Stories - but should be there in the others - also be careful if playing Jack Sparrow as it might cause problems with the story.

:drunk
 
Ohhh yes, in the shipwreck..... thanks! :p

but is here a modeler? Or can somebody edit the script and delte the mutiny scene? I can skip parts, but without my money/ skill etc :/



i have one more question xD

If i capture a Island / City ( example : Speightstown ) and i set a new goverment (French), will it recapture after some time?
 
Code:
resource\models\locations\decks\deckBP\deckBig_ld.gm: can't open geometry file
^ That will cause a black screen as soon as you go onto the Black Pearl. I don't understand why that file is missing though; it should be there.
Open your resource\models\locations\decks\deckBig folder and copy the "deckBig_ld.gm" file that should be in there to the "deckBP" folder, then try going onto the Pearl's deck again.

I just checked in my game version and the Black Pearl's decks work perfectly fine, so there is no reason why it shouldn't work for everyone else.
After all, when I made the latest Build 14 Beta installers, I made sure that using them would result in the same game files as I've got. :shock

If i capture a Island / City ( example : Speightstown ) and i set a new goverment (French), will it recapture after some time?
No, it won't.
 
No, it won't.

Oh, okay. Maybe in some updates later :p




I havn't unter this path a "deckPB". Only "deckBig". Now i had rename " deckBig " to " deckPB ". Maybe is this not the real deck, but i can play the story without a crash. i hope there come not more bugs :p

Can you upload the deckPB folder? Would be nice if i can play with the real deck.
 
There ISN'T a deckBP folder? UH??? Are you sure you installed the game correctly, outside Program Files?
It seems something went quite wrong and I don't know what else could end up messed up because of that.
I suspect that RunMe.bat didn't manage to do all it is supposed to.

Anyway, be sure to COPY that deckBig folder as the deckBP folder and not RENAME it,
otherwise you'll get the same problem when the deckBig folder is used, which is quite frequently for a lot of ships.
 
Yes, i know :D I have do this :p I had this folder as deckPB and deckBig.



I install it outside from programm files. Computer / Acer (C: ) / games / Bethesda Softworks

However, now i can play the storyline. Not with the right deck, but sure without crashes.
If there is somebody who can upload the right deck, it would be beautiful for me xD

Thank you for the help, now i can play <3
 
It is the same model; I don't even know WHY it's got two folders anymore.
 
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