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Pre Build 13 Modpack

Pieter Boelen

Navigation Officer
Administrator
Storm Modder
Hearts of Oak Donator
My modpack that originally started as "<a href="http://forum.piratesahoy.net/index.php?showtopic=4322" target="_blank">Few minor modifications/additions/'bug-fixes' for PotC</a>" seems to have become rather large, so I thought I'd make a new thread for the now quite large modpack. Especially because I am in dire need of new bugtesters, because I have recently added so much new stuff. <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 am now about finished with getting all mods from the Pre Build 13 files into PotCMods.zip and everything seems to be working more or less stable. The game at least will run. (Which means it did for me)

How to install:
1) Install your stock PotC
2) Install Build 12
3) Extract <a href="http://millenniumdock.bravepages.com/storage/others/PotCMods.zip" target="_blank">PotCMods.zip</a> on top (44 MB - Sorry guys <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> )

Some new mod I found really cool:
Get yourself the beardless Blaze skin (Blaze_NB.gm), buy armor from a trader and equip it. The armor will show on the model! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
As for now, this mod will only work for that particular skin, but I'm going to try and make it work for several more. In the A&M Mod, there are armored skins of Blaze, Depp, Pirat10 and Will (if I remember right). I'm going to try and add these in soon too. <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" />
<!--coloro:red--><span style="color:red"><!--/coloro-->Edit:<!--colorc--></span><!--/colorc--> I remembered right and I now added them into the update. I'm not sure they all work though. And I had to change the armored depp skins into using the new skin (and I doubt I did a very good job at that <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" /> )

Anyway: PLEASE HELP TESTING THIS! I'm hoping this can be made so complete and stable that we'll finally be on our way to a Build update or something.

New features not in the Pre Build 13 files:
- Spyglass mod
- Several new character skins by Petros and High Sea Lass
- Animist Quest Fix by Catalina
- Some other stuff I can't remember
(And sorry for everyone whose name I forgot. I didn't have the time to search for it. Sorry.)

Known bugs:
- Gregor Samsa doesn't show any items for trade (WHY? WHY WHY? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" /> )
<!--coloro:red--><span style="color:red"><!--/coloro-->Edit:<!--colorc--></span><!--/colorc--> I think it's got to do with you having already spoken to him (in most cases), so te last_speak_date is already set to today and so he won't be given any items. I'm trying to think of a way to fix this. I just don't know how. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<!--coloro:red--><span style="color:red"><!--/coloro-->Edit 2:<!--colorc--></span><!--/colorc-->I have managed to solve it, but it isn't a very flashy solution, because now he will have new items every time you speak to him; not only one day later. And why can't I set the trading type/quality of characters in the character init files instead of in the dialog files? Many traders don't even <i>have</i> a seperate dialog file. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
<!--coloro:red--><span style="color:red"><!--/coloro-->- Edit:<!--colorc--></span><!--/colorc--> Warning: If you equiped your armor and your model changed, your sword and gun will have become invisible, until you reload to another location. If you fire your (invisible) gun before going to another location, the game will crash, so don't do that. Your sword will work fine being invisible. After reloading to another location, everything will work fine as well.
<!--coloro:red--><span style="color:red"><!--/coloro-->- Edit:<!--colorc--></span><!--/colorc--> Cheatmode refuses to work for some reason and I haven't got the slightest idea why. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

Mods that can still be added:
- New Interface mod (is that one properly working and stable to be added?)
- New skins and weapons from the A&M Mod
- More character and ship skins (JMV skins/Deringer skins/Jack Sparrow Jr. skins)
Which of these mods are stable and good to be added?

Once everything is working quite well ingame, I'll go and try to make either an update to my webpage thingey or make a completely new manual for the game to reflect all new additions.

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /> <!--sizeo:7--><span style="font-size:36pt;line-height:100%"><!--/sizeo-->AAAAAAARRRRGGGGGHHHHH!!! Where is Nathan when you need him????<!--sizec--></span><!--/sizec--> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
Wow, Pieter, you've really done a lot of work here, THANK YOU!

I am going to be helping Maximus with his new interface (with the switchable languages) and so I won't be able to test all this yet, but I'm really looking forward to it...

WTG!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Sorry, but I'm going to pass on this one.

I've had only bad experiences with the NK's Pre Build 13 stuff and now that NK isn't around, I'm not going near it!

But I have to ask, why are we doing this again?

Weren't we supposed to get a Build 12 update out of all the prior testing?

Is has been 6 months since a halt was called so that the modpac could be converted into an update!
 
Nathan was going to split Pieter's modpack into what could be added without a new game being necessary, and what needed a new game - the former was to be the update, the latter B13.

Nathan will be back, he's fine, just swamped right now with "Real Life"...

I suppose we're doing this for lack of something better to do. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

We really do need betatesters on this to work out the bugs.
 
I did try to keep all the real buggy/unfinished mods out of this modpack. Mods that I deliberately left out include the new islands (because they're not finished) and the new fleets code (which isn't finished, plus I don't like it either because I want to see the ships on the map). I reckon all other stuff should work more-or-less fine. But since, apparently, nobody else is either interested or able to test this, I'll do my best to do so myself, trying to fix the bugs I find as I go along. Might take a bit longer though.

BTW: What mods could I add into a Build 12 update file that don't require a restart? All I know that can be done are the new character skins. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
I just updated my internet page thingey to reflect the most recent changes to the modpack. Basically, I completely redid the mod listing. And I just remembered that I forgot to mention Vassal's new weapons on there ( <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> ), but I don't have the time to fix that today anymore, so I will tomorrow. In the meantime, be sure to read <a href="http://millenniumdock.bravepages.com/storage/others/potcmods.htm" target="_blank">here</a> what mods are in the most recent modpack version (for as far as I managed to mention them; be sure to tell me of important things I left off the page).

BTW: The modpack seems to be stable mosly, for everyone who is worrying, but I can't be too sure, because I've been unable to do much testing. That's why I am needing you to do the testing as well!

<span style='font-size:14pt;line-height:100%'>!!!PLEASE TEST!!!</span>
 
I'm quite excited to see some of this stuff in action. I'll install tonight and let you know if I run into any problems.

Thanks to everybody who's working on this.
 
As I have made it through the game once now I will test this... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

Well, whenever I get the time anyway! <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 will try.

Keep up the good work! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> Glad to see I got something in there, whetever it is, heh. <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" />
 
Pieter, I'll get into testing this soon, I just got kinda busy in "RL" so... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />
 
Did a quick test, and first thing I did was to go to the tailor...

Unfortunately he was never in, and his whole shop was an "exit" (the little door icon never vanished)...

Edit: I also can no longer side-step in the tailor shop. Odd! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/huhh.gif" style="vertical-align:middle" emoid=":eek:k" border="0" alt="huhh.gif" />

Is this just me, or have anyone else noticed this? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--QuoteBegin-High Sea Lass+Jun 13 2005, 11:02 PM--><div class='quotetop'>QUOTE(High Sea Lass @ Jun 13 2005, 11:02 PM)</div><div class='quotemain'><!--QuoteEBegin-->Did a quick test, and first thing I did was to go to the tailor...

Unfortunately he was never in, and his whole shop was an "exit" (the little door icon never vanished)...

Edit:  I also can no longer side-step in the tailor shop.  Odd!  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/huhh.gif" style="vertical-align:middle" emoid=":eek:k" border="0" alt="huhh.gif" />

Is this just me, or have anyone else noticed this?  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<div align="right">[snapback]113142[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Same for me. Redmond & Falaise de Fleur, not tried other islands yet.

Edit:
Greenford tailor also gone. Presumably it's convention week.
 
Greenford's new abbey seems to be missing. Entering loads a black screen. Or at least it does if you enter from the small side door. Main doors seem to work.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Gauging: StartGauging
Gauging: starting init
Gauging: nations
Init encounters complete.
Gauging: enc
Gauging: cann
Gauging: ships
Gauging: islands
Init weathers complete. 320 weathers found.
Gauging: weather
Gauging: perks
Gauging: goods
Gauging: ifaces
Init character names complete.
Gauging: charnames
Main_LogoVideo() 0
PauseAllSounds
ResetSoundScheme
proc_break_video()
Main_LogoVideo() -1
Gauging: initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: wdmap
Gauging: islands
Number of locations: 334
Gauging: locations
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Gauging: items
Gauging: char
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
Gauging: load options
Gauging: infoshow
Gauging: initgame done
SETTING MUSIC: music_main_menu
ResetSoundScheme
Done loading
ResetSoundScheme
bool CreateParticleEntity()
!!! Reload to 314
LoadLocation(ref loc) Greenford_suburb
LocLoadShips: Can't find Location.locators.ships in location: Greenford_suburb
ItemLogic: On load location Greenford_suburb
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade6
ItemLogic: Loaded model ammo\\blade5
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land_storm
SETTING MUSIC: music_gorod
locator_name = door_5 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 314
reload_island_index = -1
reload_location_index = 319
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Greenford_suburb
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Greenford_M_undercroft
LocationLoader: not loaded model location.models.always.locators, id = Greenford_M_undercroft
Unload location.
UnloadLocation(aref loc) Greenford_M_undercroft
ItemLogic: On unload location<!--QuoteEnd--></div><!--QuoteEEnd-->
 
A quick test in the morning here...

I tried to visitd the Oxbay tailor. Same seems to be true for Isla Muele and Quebradas Costillas - no tailor, <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> ...although since he has no shop in Quebradas Costillas the "exit only" was not in effect.

When I enter a tailors shop I get this error log:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->RUNTIME ERROR - file: characters\characters_events.c; line: 232
invalid index -1 [size:500]
RUNTIME ERROR - file: characters\characters_events.c; line: 232
process event stack error<!--c2--></div><!--ec2-->
So, er, something is out of bounds, and it's <i>not</i> my corset! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />
 
You're all quite right. I haven't got the slightest idea what is wrong though, but it's obvious that something is. Is there anyone around with enough coding knowledge to fix complicated bugs? I'm only good enough to fix the most simple ones and this one, I don't understand. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

BTW: I now updated my page again to also include Vassal's new weapons and the Worldmap Show Mode stuff.
 
I tried to peek at it, but I am not that home with this code yet... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

I can understand the issue, but to backtrack it is beyond me at the moment. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
Came across an odd one. I captured a Xebec CT in the Redmond harbour, and when I checked the inventory it had 3870 knippel shot. There's no option to discard the knippel, and no option (in stores) to sell it. Using autobuy to try and rid myself of it resulted in in me losing 16,268 gold, and going into debt for -2516.
Also, my cargo capacity is showing as -46/1945, allowing me a 'free' capacity of 1990 or so, despite having other types of shot etc on board.

An affected save game is available here:
<a href="http://homepage.ntlworld.com/russell.bellis/buggedrod.zip" target="_blank">http://homepage.ntlworld.com/russell.bellis/buggedrod.zip</a>
 
Okay, I've got a real buster! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

From tutorial deck to Oxbay, regular opening. I went into the Merchant's to do my regular trade off of chocolate and leather for some sandalwood, and while I was in there I decided to sell off some of the extraneous stuff I'd picked up at the various "random" spots around town. So I went into the personal item menu, and found out that the merchant has darned near EVERY weapon in every grade for sale - in MULTIPLES!!!!!!!!!!!!!

Gregor Samsa has nothing to offer. So that rat of a merchant must have stole the old daft fellow blind... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />

~~~~~~~~~~~~~~~

Here's a couple of more -

If I am not using bombs, does that mean my enemy is not using bombs? Does that also mean my ship won't catch on fire?

Awfully long loading time.... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sleep.gif" style="vertical-align:middle" emoid="-_-" border="0" alt="sleep.gif" />

Oxbay dungeon is locked from the town entrance, and called a "sewer"... If you swim to the other entrance it is open, but still called a sewer.

A LOT of the enemy in the sewer were unarmed. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />

Guards roam around now, which is nice, but they completely leave their post unguarded. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Noted the problem about the missing tailor.

Just some quick prelim testing... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--QuoteBegin-CatalinaThePirate+Jun 15 2005, 01:05 AM--><div class='quotetop'>QUOTE(CatalinaThePirate @ Jun 15 2005, 01:05 AM)</div><div class='quotemain'><!--QuoteEBegin-->If I am not using bombs, does that mean my enemy is not using bombs?  Does that also mean my ship won't catch on fire?<!--QuoteEnd--></div><!--QuoteEEnd-->
I've had one fire (out of one battle), they seem to be less common, but due to longer sail adjustment times (unless I imagined that) and cannon destruction, combat seems more interesting.
 
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