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POTC Mod Ideas (Build 12)

Thanks, Alan, CapitainDams... Not sure about a quest... Perhaps... I have to roll some ideas around in my head... Something to do with gambling and dueling (which was her forte and her downfall, LOL!), perhaps. Oh GAWD NOT AGAIN (stop me before I mod again!!!) <img src="http://www.ganotherapyusa.com/extras/modding.gif" border="0" class="linked-image" />

No, not a new sword skin, that's the Silverleaf, I think.

I wonder about the feasability of making new harbors or beaches. There would have to be locators placed... Might mean `re-modeling` the entire island, which would be a MAJOR job...
 
<!--QuoteBegin-CatalinaThePirate+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin--><img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/blush.gif" style="vertical-align:middle" emoid=":eek:ops" border="0" alt="blush.gif" />: I'm not an amazing 3D modeler, I'm afraid. I have Maya but have not even gotten into trying to learn it, fiddled with it some but as I have no desire to make ships and you can't import new character models into PotC, I just let it sit...

I *was* supposed to learn Maya via the PMT, but well, I voluntarily resigned from their ranks so that's the end of that... I know I can learn it myself but it will take time... Grumblepunk was learning, and getting good, but he's gone too, and I am sorry he isn't coming back...<!--QuoteEnd--></div><!--QuoteEEnd-->

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--><sigh> I am getting ahead of myself. I am NOT Nathan Kell in coding experience, nor am I a modeler like Surak'nar... Not that we cannot get along without the assistance of the aforementioned people, but it's a simple fact that IMHO I am mostly experienced with Photoshop and so my "bankable" skill is in textures... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/blush.gif" style="vertical-align:middle" emoid=":eek:ops" border="0" alt="blush.gif" />:

I can write quests tho, after a fashion. Heh... Learned that the hard way (by myself, for the most part)... Yes, there IS blood coming from my "modding" smiley - <img src="http://www.ganotherapyusa.com/extras/modding.gif" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->

your texturing skills certainly are "bankable" (i've just seen your catalina de erauso screenshot, wow!). but you can easily learn to add new locations! you learned to create quests in no time. and i promise you, the hard way is how everyone else learned it too <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> it's just a question of experience - once you've done it once, you've done it a million times.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I'd like to see something like what you've suggested here, Kieron - a secluded house in the jungle - a different beach on QC - perhaps the only way to get to it is via that beach... Maybe a tunnel or cave can be used...

HECK, the whole other half of Falaise de Fleur is just EMPTY and waiting for modding if we can cut some beaches into it, that would work, too! For HUGE things like towns &tc...

I promised myself I wouldn't get caught up in anything *too* involved as far as modding goes, after I got finished with the Fred Bob quest - but I find myself more and more drawn back to the fact that WE NEED MORE INTERESTING QUESTS for PotC!<!--QuoteEnd--></div><!--QuoteEEnd-->

we could definitely put a secluded house on qc accessible only by beach. just need to add three new locations (beach, jungle and inside house), all reusing existing models, and then have a fiddle with the island/worldmap code to add a new docking point. i bet it'd be well easy <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" /> it might form part of a quest, perhaps some famous old pirate is living secluded there who you desperately need some information from...?

about adding new towns, though, it *would* need 3d modelling unless you wanted to reuse existing town locations. adding lots of new jungle locations would be easy, though. (perhaps there could be a hidden temple on that side of falaise de fleur, reusing the khael roa temple location? hmmm...)
 
<!--QuoteBegin-Kieron+--><div class='quotetop'>QUOTE(Kieron)</div><div class='quotemain'><!--QuoteEBegin-->i promise you, the hard way is how everyone else learned it too <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->It's the best way, IMHO, then you really LEARN it. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

<!--QuoteBegin-Kieron+--><div class='quotetop'>QUOTE(Kieron)</div><div class='quotemain'><!--QuoteEBegin-->it's just a question of experience - once you've done it once, you've done it a million times.<!--QuoteEnd--></div><!--QuoteEEnd-->It's also a matter of sanity/insanity. Once you've done it once, how long will it take you to "forget" all the pain that went into the learning process so you are willing to do it to yourself again! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> I don't know everything there is to know about the code - and doing the kind of thing I am thinking of with Catalina dE is a bit daunting yet... Heck, I'm still puzzling (albeit not very hard <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/blush.gif" style="vertical-align:middle" emoid=":eek:ops" border="0" alt="blush.gif" />: ) over what to do about my sneaky trader, and that's MILD compared to what I think I want to do with CdE's character... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":blah:" border="0" alt="tongue.gif" />

<!--QuoteBegin-Kieron+--><div class='quotetop'>QUOTE(Kieron)</div><div class='quotemain'><!--QuoteEBegin-->perhaps some famous old pirate is living secluded there who you desperately need some information from...?<!--QuoteEnd--></div><!--QuoteEEnd-->Alan made that wonderfully decrepit pirate skin, heh, that would be a riot to have <i>HIM</i> in that role! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

<!--QuoteBegin-Kieron+--><div class='quotetop'>QUOTE(Kieron)</div><div class='quotemain'><!--QuoteEBegin-->about adding new towns, though, it *would* need 3d modelling unless you wanted to reuse existing town locations.<!--QuoteEnd--></div><!--QuoteEEnd--> Ah but the thing I was musing about was the locators for MOORING... There are ways to copy beaches & other locations, sure, but if I am not mistaken, I believe if you want to add new locators to an existing model, you have to REMODEL the entire thing... Thus remodeling the entire island from the sea... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Right?
 
<!--QuoteBegin-CatalinaThePirate+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin--><!--QuoteBegin-Kieron+--><div class='quotetop'>QUOTE(Kieron)</div><div class='quotemain'><!--QuoteEBegin-->about adding new towns, though, it *would* need 3d modelling unless you wanted to reuse existing town locations.<!--QuoteEnd--></div><!--QuoteEEnd--> Ah but the thing I was musing about was the locators for MOORING... There are ways to copy beaches & other locations, sure, but if I am not mistaken, I believe if you want to add new locators to an existing model, you have to REMODEL the entire thing... Thus remodeling the entire island from the sea... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Right?<!--QuoteEnd--></div><!--QuoteEEnd-->

ah, hadn't thought of that... yes, you're right. well, you wouldn't have to remodel the island, just the separate model that contains the locators (which, for some reason, won't open in gmview). if we can't do that, then it can be done by 'warping' - i.e. at a certain point in the quest, when the character has been told where the beach is, when you arrive at the island you would be 'warped' diretly to the secret beach.
 
<!--QuoteBegin-Kieron+--><div class='quotetop'>QUOTE(Kieron)</div><div class='quotemain'><!--QuoteEBegin-->you wouldn't have to remodel the island, just the separate model that contains the locators<!--QuoteEnd--></div><!--QuoteEEnd-->But the locators for when you can "moor" are the locators I'm talking about. I think that means the island model, at least from sea, anyhow...

<!--QuoteBegin-Kieron+--><div class='quotetop'>QUOTE(Kieron)</div><div class='quotemain'><!--QuoteEBegin-->if we can't do that, then it can be done by 'warping' - i.e. at a certain point in the quest, when the character has been told where the beach is, when you arrive at the island you would be 'warped' diretly to the secret beach.<!--QuoteEnd--></div><!--QuoteEEnd--> Yes, it could be done that way! I was thinking that too...

I think it's interesting that you absolutely CANNOT sail into KR's inner bay unless you have completed certain tasks set by the main quest. If you go sail by there before you've done it, there is a BIG rock in the way of sailing in...

Perhaps THAT is an idea that can be exploited...

You know... (oh gawd, the four most feared words in the English language) I'VE GOT AN IDEA! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" />

(heh!)

My FB quest ends with Armand and Estrella going off, and Armand making a mention that you should look for a letter at QC - for news of what's happened to them... I left the quest open like that for future modding, meaning to continue the quest with them on an island in the expansion package...

Well, that's not going to happen now, as I don't see myself modding for the expansion islands... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />

Anyhoo, that aside, I envisioned Armand and Estrella perhaps running an inn/trading post of sorts for pirates - in a secret harbor - known only to "certain" friends (so as to keep them from the eyes of the Spanish navy).

HMMMMMM... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
well, why not do a new quest based in the existing archipelago, just for now? you could easily make new quests on the new islands once the pmt expansion is released.

about khael roa, i can't remember exactly what went on. was the rock actually <i>not there</i> when you arrived to fight the last sea battle? i just did a 'sail to' and didn't notice whether it was there or not. it could be that the rock stayed there, but the 'sail to' was only activated at a certain point in the quest (which is very easy to do `code-wise`).
 
<!--QuoteBegin-Kieron+--><div class='quotetop'>QUOTE(Kieron)</div><div class='quotemain'><!--QuoteEBegin-->well, why not do a new quest based in the existing archipelago, just for now? you could easily make new quests on the new islands once the pmt expansion is released.<!--QuoteEnd--></div><!--QuoteEEnd-->No, you missed my point. I simply have NO DESIRE to do any modding for the PMT expansion islands.

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> Besides, I'll probably be too busy playing Pirates! or one of Akella's new games to bother with PotC when (if?) the expansion package is finally released.

<!--QuoteBegin-Kieron+--><div class='quotetop'>QUOTE(Kieron)</div><div class='quotemain'><!--QuoteEBegin-->about khael roa, i can't remember exactly what went on. was the rock actually <i>not there</i> when you arrived to fight the last sea battle? i just did a 'sail to' and didn't notice whether it was there or not. it could be that the rock stayed there, but the 'sail to' was only activated at a certain point in the quest (which is very easy to do `code-wise`).<!--QuoteEnd--></div><!--QuoteEEnd-->No, IIRC, you cannot sail in except at the time of the final battle...
 
What bugs me about that battle at KR is that you can't leave the area again till you're all done... At least, `pre-build`. I've only gotten to the end of the game once. Anyway, it killed me to have finally captured that huge MoW for the first time, only to be forbidden from actually using it.

You must be referring to my crusty, bloody pirate with the hook, `peg-leg` and eyepatch bolted on. There's another old pirate I'm trying to do, and a quest I got about 1% into making... the one where the guy claims to have sailed with the famous, real historical pirates of his time. Maybe I could contribute that. I think that one pirate with the Cap'n Crunch hat would look cool with Donald Sutherland's face, if we're talking about giving someone a "role."
 
yes i agree alan, the most amazingly exciting moment of the game for me was when i captured the manowar. "OH MY GOD, I'VE CAPTURED THE BEST SHIP IN THE GAME, YOU CAN'T BUY THIS IN THE SHIPYARDS, OH MY GOD!"... so i slogged through the completely boring end sequence, looking forward to the prospect of sailing my manowar around the archipelago... then... the game ended. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
Great news about being able to import characters, that stumbling block seems to have held back the creativity of a lot of people around here. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

<b><!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Originally posted by Kieron:

about khael roa, i can't remember exactly what went on. was the rock actually not there when you arrived to fight the last sea battle? i just did a 'sail to' and didn't notice whether it was there or not. it could be that the rock stayed there, but the 'sail to' was only activated at a certain point in the quest (which is very easy to do `code-wise`).<!--c2--></div><!--ec2--></b>

<b><!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Originally posted by Lady Catalina the Pirate
No, IIRC, you cannot sail in except at the time of the final battle...<!--QuoteEnd--></div><!--QuoteEEnd--></b>

Actually, you can sail to Khael Roa after you have completed the Main quest, and sail into the harbor because the blocking rocks are gone. Once you get into the harbor, all you can do is sail back out again because it will not let you moor your ship. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

I've been playing around with the game and, with starting a new game, I have been able to set it up so that I will get a teleport locater to Khael Roa shore. (Even though the rocks are blocking the passage.) The way I did it was to set Khael Rhoa up in Islands Init C, exactly like the other islands. The only problem is that even though I can do this, once there I cannot get the anchor symbol to appear that lets me moor the ship. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_twisted.gif" style="vertical-align:middle" emoid=":twisted:" border="0" alt="icon_twisted.gif" />

Is there a way to change the code that would enable you to go back to Khael Roa after you have completed the Main Quest? If you went into the temple without having the idol what would happen then? It really does seem like a waste to have that perfectly good island, with such cool scenery, and not be able to access it. (Similar to the Man O' War situation in vanilla POTC.) <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":blah:" border="0" alt="tongue.gif" />
 
<!--QuoteBegin-SirChristopherMings+--><div class='quotetop'>QUOTE(SirChristopherMings)</div><div class='quotemain'><!--QuoteEBegin-->Actually, you can sail to Khael Roa after you have completed the Main quest, and sail into the harbor because the blocking rocks are gone. Once you get into the harbor, all you can do is sail back out again because it will not let you moor your ship. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

I've been playing around with the game and, with starting a new game, I have been able to set it up so that I will get a teleport locater to Khael Roa shore. (Even though the rocks are blocking the passage.) The way I did it was to set Khael Rhoa up in Islands Init C, exactly like the other islands. The only problem is that even though I can do this, once there I cannot get the anchor symbol to appear that lets me moor the ship. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_twisted.gif" style="vertical-align:middle" emoid=":twisted:" border="0" alt="icon_twisted.gif" />

Is there a way to change the code that would enable you to go back to Khael Roa after you have completed the Main Quest? If you went into the temple without having the idol what would happen then? It really does seem like a waste to have that perfectly good island, with such cool scenery, and not be able to access it. (Similar to the Man O' War situation in vanilla POTC.) <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":blah:" border="0" alt="tongue.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

hi,

i've found in quest reaction.c that when in the end of the game, you sail to Khael Roa to fight with the governor's fleet, an other model of island is loaded by the game. this model is RESOURCEMODELSISLANDSKHAELROA1.
Before this phase of the game, the loaded model is RESOURCEMODELSISLANDSKHAELROA. So i've copied and renammed all the files in the KHAELROA1 folder (for example khaelroa1.gm becomes khaelroa.gm) and i've replaced all the files in the KHAELROA folder by the renammed files and now when i play, the blocking rock is permanently gone.

your solution to modify the island init c to have the harbor icon is good too and i think if we want to get the anchor symbol and have the access to the shore, the solution must be int quest reaction c after the final battle. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mellow.gif" style="vertical-align:middle" emoid=":|" border="0" alt="mellow.gif" />

Screwface.
 
good thinking screwface <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" /> in quests_reaction.c it must take you to the alternative khael roa location (which must also have a mooring locator in its separate locators file) just for the final battle; we need to change it so that that change becomes permanent...
 
Yes, i've found something.

In quests reaction find this two lines :

Island_SetReloadEnableLocal("KhaelRoa", "reload_1", false);
Island_SetReloadEnableLocal("IslaMuelle", "reload_2", false);

and change it in :

Island_SetReloadEnableLocal("KhaelRoa", "reload_1", true);
Island_SetReloadEnableLocal("IslaMuelle", "reload_2", true);

When you start a new game with the above manipulations (islands init c), YOU CAN PERMANENTLY GO TO THE SHORE AT KHAEL ROA AND IN THE ISLAND OF ANIMISTS LAIR ON ISLA MUELLE but there is one problem i haven't found a solution yet.
when you are on the khael roa shore, your boat isn't here and you can't reenter it. It's propably the fault of the final story line but i think we can do something to resolve this problem.

I think that if you don't want to restart a new game to have access to khael roa shore, it's possible. You must find the story line of a quest you haven't done in the Quests reaction c and put the 2 lines above in the code of the quest. Complete the quest in the game and i think you will propably have access to the beach <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mellow.gif" style="vertical-align:middle" emoid=":|" border="0" alt="mellow.gif" />

Screwface <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/pirate2.gif" style="vertical-align:middle" emoid=":p:" border="0" alt="pirate2.gif" />
 
<b><!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Originally posted by Screwface
I think that if you don't want to restart a new game to have access to khael roa shore, it's possible. You must find the story line of a quest you haven't done in the Quests reaction c and put the 2 lines above in the code of the quest. Complete the quest in the game and i think you will propably have access to the beach<!--QuoteEnd--></div><!--QuoteEEnd--></b>

Thanks Screwface, I'll give that a try as well and see what happens. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" />

I doubt that the Khutacpotleiqunadocoocoloco Idol will still be in place in a main quest completed game, so it seems like it might be another project to give the character another one, otherwise you have to start a new game. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mellow.gif" style="vertical-align:middle" emoid=":|" border="0" alt="mellow.gif" />
 
I've found a solution to have access permanently to the Khael Roa shore without starting a new game.

You must go the Quests reaction c and find a part of the main quest you haven't reached yet (or in a random trader quest or random escort quest). in the code put this code :

Island_SetReloadEnableLocal("KhaelRoa", "reload_1", true);
Island_SetGotoEnableLocal("KhaelRoa", "reload_1", true);
Locations[FindLocation("KhaelRoa_port")].reload.l2.name = "boat";
Locations[FindLocation("KhaelRoa_port")].reload.l2.go = "KhaelRoa";
Locations[FindLocation("KhaelRoa_port")].reload.l2.emerge = "reload_1";
Locations[FindLocation("KhaelRoa_port")].reload.l2.autoreload = "0";
Locations[FindLocation("KhaelRoa_port")].locators_radius.reload.boat = 9.0;
Locations[FindLocation("KhaelRoa_port")].reload.l2.label = "Sea.";

The first line restore the anchor icon to allow the access
The second line restore the beach icone on sea and the fast travel.
The last section is to restore the return to the boat when you are on the beach (the boat will not appear but at left of beach you will have the icon to reenter).
load your savegame and do the part of the quest where you have placed this code and sail to khael roa to verify

If you enter the temple, you will never return <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

To go out of the bay, Sail close to the blocking rock and press f3 to load the map, you will propably appear out of the island in the worldmap.

Note : if you want to have permanent access to the animist lair without doing the animist quest, put this code with the precedent section :

Island_SetReloadEnableLocal("IslaMuelle", "reload_2", true);

Screwface.
 
thanks screwface!

you *could* add that code to the reinit function and just press 'i' ingame <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />
 
That's great Screwface! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
You cracked it! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_praise.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="icon_praise.gif" />

I get the feeling that pretty soon no one will be playing their POTC, but will be trying to adjust the coding to see what they can make it do.
I haven't had time to try your first suggestion, maybe I'll see what I can do with Kieron's. Thanks again Screwface, what a great contribution to the game.

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
I'm still playing it, LOL!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> (to test out my mods!)

Actually I'm testing out the Catalina de Erauso skin at the moment (she's playing in place of Danielle) - and playing at the swashbuckler level besides. Game is at the point where we're getting ready to go sack Greenford. Just messing around with the British while we're enemies, building up a nest egg.
 
kieron is right, it's better to place the code in the reinit.c and press "i" after loading savegame. With this method, you haven't to do a part of a quest to valid the code. Thanks kieron.

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