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Oh no, not again...

Jason Maffettone

Lord of Entropy
Quest Writer
Provisional
Storm Modder
<img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> This is a problem I had with an older version that has again creeped up with the latest version and it's a game killer. When you first go to QC you see what's his face fighting with that guy Nigel. You interviean and you get the officer.

The problem: Nigel's dialog is set to the "generic" pirate dialog and the game then locks up because the mission won't advance now. You can't even not get invovled because it autoactivates once you enter the pirate fort.

CAN SOMEONE PLEASE tell me how to correct this.
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Jason. This QC issue has been fixed with Pieter's latest update. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--quoteo(post=151031:date=Jun 13 2006, 08:10 PM:name=Jason Maffettone)--><div class='quotetop'>QUOTE(Jason Maffettone @ Jun 13 2006, 08:10 PM) [snapback]151031[/snapback]</div><div class='quotemain'><!--quotec-->The problem: Nigel's dialog is set to the "generic" pirate dialog and the game then locks up because the mission won't advance now. You can't even not get invovled because it autoactivates once you enter the pirate fort.<!--QuoteEnd--></div><!--QuoteEEnd-->
Jason, do you have fast travel available in that game? I noticed a possible bug earlier where fast travel getting unlocked after the tutorial has links to the Atrois quest.

Hook
 
I'm currently running post_b12_upd_30-5-06. The previous version I had (post_b12_upd_11-6-06) worked fine, the one before that (post_b12_upd_25-5-06) is where I first encountered this problem. Is there a way to deactivate the mission itself? I can live without either of these losers on my beautiful ship.

Fast Travel? Do you mean the hit enter and get the goto "Store" "Shipyard" "Tavern" etc control? This was standard with the stock version for me. If it's something else then I havent seen any sign of it.
 
When you hit Enter you get an icon labeled "Fast Travel". Selecting this gives you various locations you can go to.

Fast travel is locked out during parts of the Hitman quest, and during the tutorial. If you hit Enter, you get an X icon instead of the fast travel icon. Normally, fast travel is unlocked after the tutorial, but it's possible to leave the tutorial without getting fast travel unlocked. The same part of the code that unlocks fast travel also loads the Artois and Nigel dialogs.

If you had fast travel available in that game, then don't worry about it. The problem is somewhere else. But do let me know, ok? <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Hook
 
Gotcha! I seem to have solved the problem with the mission though. I went back to the previous mod set where it went well and replaced the relevant info with that from the last working version and the mission runs normally now.

It may have been that or it could have just been a file corruption because of a crash with that current game. It works with a new game (started as a pirate to test right away). In any event this is all good practice for mod making (lol)
 
With every new release there's a possibility that previous saved games won't work. Actually, there are mods that turning them on or off with saved games will cause problems.

A problem mod like this needs to do certain things.

1. One possibility is to add an attribute to the main character to tell whether the mod was on or off when the game was created, and use that instead of the global mod switch.
2. Add code to clean up after a mod has been toggled, and either tell the user to run reinit when that mod is toggled, or figure out how to run the cleanup code automatically. Try turning off the weapons mod on a saved game and see what happens.

I have an unpublished mod that allows auto aiming from the deck view, so that the spacebar fires the guns without your having to aim them (same as in third person view), plus a new key added to do regular aimed fire. The toggle that turns this on or off in buildsettings.h says to reinit the game with the I key and reset the controls from the options screen. Pieter has the code for this, and it's up to him whether to add it to the modpack.

Hook
 
<!--quoteo(post=151096:date=Jun 14 2006, 10:29 PM:name=Jason Maffettone)--><div class='quotetop'>QUOTE(Jason Maffettone @ Jun 14 2006, 10:29 PM) [snapback]151096[/snapback]</div><div class='quotemain'><!--quotec-->
I'm currently running post_b12_upd_30-5-06. The previous version I had (post_b12_upd_11-6-06) worked fine, the one before that (post_b12_upd_25-5-06) is where I first encountered this problem.
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The post_b12_upd_11-6-06 IS the most recent version. 11-6-06 means 11 June 2006: 4 days ago. On the other hand, 30-5-06 is 30 May 2006, which was two weeks ago or something like that. Install the 11 June version last, start a new game and it will work.

<!--quoteo(post=151113:date=Jun 14 2006, 11:42 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jun 14 2006, 11:42 PM) [snapback]151113[/snapback]</div><div class='quotemain'><!--quotec-->
I have an unpublished mod that allows auto aiming from the deck view, so that the spacebar fires the guns without your having to aim them (same as in third person view), plus a new key added to do regular aimed fire. The toggle that turns this on or off in buildsettings.h says to reinit the game with the I key and reset the controls from the options screen. Pieter has the code for this, and it's up to him whether to add it to the modpack.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Although I very much want to, I won't add anything new into the Pre Build 13 pack. One Build 13 is done, I'll make a Build 13.1 with more (almost) stable mods in it. Your mod will be part of Build 13.1 unless it really doesn't work. But it does work, right? <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
<!--quoteo(post=151145:date=Jun 15 2006, 12:39 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jun 15 2006, 12:39 PM) [snapback]151145[/snapback]</div><div class='quotemain'><!--quotec-->
Your mod will be part of Build 13.1 unless it really doesn't work. But it does work, right? <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
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I hope so, I'm using it in my game! <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> I even tested turning it on and off, which is how I found out I had to do a renint as well as resetting the controls.

I was always annoyed that I could do autoaimed fire from third person view, but if I was on the deck I had to aim the guns manually. But I didn't change the controls until I started using a voice command program so I could sail and fight the ship from the deck using nothing but voice commands. It turns out it's useful even without voice command. The first version didn't allow manual aim at all (and only required a couple of lines of code). But sometimes you have to be able to aim manually. For example, to fire on a friendly or neutral ship. Or to fire on the uproll to hit the sails.

I agree with your decision not to add more stuff until the current game is stable.

Hook
 
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