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Sea Dogs Characters

Not in the game? Maybe it was thought to be too violent and not implemented. However, that is easily remedied, I did a search and found where Skull reported Maximus' discovery, and here are the steps needed to add it to the game: (Before changing any files it is always a good idea to make a back up copy of them in case anything goes wrong....) <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

1. Look in, Bethesda Softworks\Pirates of the Caribbean\RESOURCE\MODELS\LowCharacters and find the GM file named Lo_Man.gm, Right click and copy this file.

2. Then go to, Bethesda Softworks\Pirates of the Caribbean\RESOURCE\MODELS\Particles and paste the Lo_Man.gm into this folder.

3. Then go to, Bethesda Softworks\Pirates of the Caribbean\RESOURCE\INI and find particles.ini. Open this file and scroll down, a little past halfway, until you see the following;

[geo]
randomnum = 2
file = palka01
file = palka02
file = palka03
file = palka04
file = palka05

4. Underneath, file = palka05, type, file = LowCharactersLo_man , so it looks like this;

[geo]
randomnum = 2
file = palka01
file = palka02
file = palka03
file = palka04
file = palka05
file = LowCharactersLo_man

5. Then close and save the file.

Strangely enough there is another particles.ini file in, Bethesda Softworks\Pirates of the Caribbean\RESOURCE\INI\PARTICLES, so I just repeat steps 4 and 5 for this file as well.


I don't believe a restart is required to make it work, but as I said above it seems to happen sporadically, possibly the randomnum in the coding is the cause of this, I think this should be called the "Uncle Fester" Mod because it looks like something he would enjoy and will make it easier the next time I need to find this information.

Let me know if anyone has any trouble getting this to work. <img src="style_emoticons/<#EMO_DIR#>/boom.gif" style="vertical-align:middle" emoid=":boom" border="0" alt="boom.gif" />
 
<!--quoteo(post=143638:date=Mar 27 2006, 06:01 PM:name=SirChristopherMings)--><div class='quotetop'>QUOTE(SirChristopherMings @ Mar 27 2006, 06:01 PM) [snapback]143638[/snapback]</div><div class='quotemain'><!--quotec-->
Not in the game? Maybe it was thought to be too violent and not implemented. However, that is easily remedied, I did a search and found where Skull reported Maximus' discovery, and here are the steps needed to add it to the game: (Before changing any files it is always a good idea to make a back up copy of them in case anything goes wrong....) <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> <!--QuoteEnd--></div><!--QuoteEEnd-->

Thanks for this info! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
3. Then go to, Bethesda Softworks\Pirates of the Caribbean\RESOURCE\INI and find particles.ini. Open this file and scroll down, a little past halfway, until you see the following;

[geo]
randomnum = 2
file = palka01
file = palka02
file = palka03
file = palka04
file = palka05

4. Underneath, file = palka05, type, file = LowCharactersLo_man , ...
<!--QuoteEnd--></div><!--QuoteEEnd-->
Shouldn't that read "file = lo_man"?

Also I noticed that this file already contained "file = lo_man"
It seams that the build does not use this file but the other one in
\Pirates of the Caribbean\RESOURCE\INI\PARTICLES\particles.ini which doesn't have any of the references to palka01 -5 files at all. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
<!--quoteo(post=143653:date=Mar 27 2006, 06:21 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Mar 27 2006, 06:21 PM) [snapback]143653[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=143638:date=Mar 27 2006, 06:01 PM:name=SirChristopherMings)--><div class='quotetop'>QUOTE(SirChristopherMings @ Mar 27 2006, 06:01 PM) [snapback]143638[/snapback]</div><div class='quotemain'><!--quotec-->
Not in the game? Maybe it was thought to be too violent and not implemented. However, that is easily remedied, I did a search and found where Skull reported Maximus' discovery, and here are the steps needed to add it to the game: (Before changing any files it is always a good idea to make a back up copy of them in case anything goes wrong....) <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> <!--QuoteEnd--></div><!--QuoteEEnd-->

Thanks for this info! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
3. Then go to, Bethesda Softworks\Pirates of the Caribbean\RESOURCE\INI and find particles.ini. Open this file and scroll down, a little past halfway, until you see the following;

[geo]
randomnum = 2
file = palka01
file = palka02
file = palka03
file = palka04
file = palka05

4. Underneath, file = palka05, type, file = LowCharactersLo_man , ...
<!--QuoteEnd--></div><!--QuoteEEnd-->
Shouldn't that read "file = lo_man"?

Also I noticed that this file already contained "file = lo_man"
It seams that the build does not use this file but the other one in
\Pirates of the Caribbean\RESOURCE\INI\PARTICLES\particles.ini which doesn't have any of the references to palka01 -5 files at all. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

Petros,
I got the line, file = LowCharactersLo_man, from Nathan, see this thread;
<a href="http://forum.piratesahoy.net/index.php?showtopic=3123&hl=flying+bodies" target="_blank">http://forum.piratesahoy.net/index.php?sho...l=flying+bodies</a>
, see around page three, but I seem to recall setting it the way you suggest above as well. Let me double check my files on my "other" computer and try to figure what I've got. It works, as I said intermittently, so let me see what the line is in a game where it's working. (It may work either way... <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> ) Thanks!

Regarding the 2nd or third particle.ini having no "palka" lines in your copy, that's weird, but probably is an indication to the amount of coding that has gone on in this game. I was always mystified as to why there were two files with identical names, but I imagine that one of the files just doesn't get used. Being uncertain regarding which one does get used, I just updated both of them. (Blatant attempt to bully the code! <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" /> )

<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Edited 3/29/06:</b><!--sizec--></span><!--/sizec-->
Ok, I checked the files on the computer that has the game and I have, "file = Lo_man", so I changed it to, "file = LowCharacters\Lo_man", to test it and that turns the feature off, (Kind of obvious now that I look at it. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> ) Petros is right, the line should read, "file = Lo_man". Thanks Petros, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> don't want to spread misinformation, just chaos and mayhem. <img src="style_emoticons/<#EMO_DIR#>/guns.gif" style="vertical-align:middle" emoid=":2guns" border="0" alt="guns.gif" />

This feature can be added without a restart, so if you change the files the effect will show up in an existing save, so if Pieter wants to make the change for the Build 13 version that's being worked on, you don't have to wait to download it to activate this feature, just change the files yourself. <img src="style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" />

To update the Beltrop models, I finished Beltrop Jr. and sent it off to Skull and I'm working on Beltrop Senior. I'll probably have something to show in the next few days and I'm pleased to report that he is looking less and less like one of the living dead. <img src="style_emoticons/<#EMO_DIR#>/sick.gif" style="vertical-align:middle" emoid=":eww" border="0" alt="sick.gif" />
 
Say hello to Mick Beltrop!
<img src="http://www.pix8.net/pro/pic/332ZK34H/831040.jpg" border="0" alt="IPB Image" />
<!--coloro:#006600--><span style="color:#006600"><!--/coloro-->I -- can't –get -- no, sat -- iss -- fac-tion!<!--colorc--></span><!--/colorc-->

Here's the latest update in the ongoing Beltrop Saga; no matter how I adjust the Beltrop texture to the Searcher model, the end result is a rather emaciated looking fellow. Certainly he's not the Beltrop from the Sea Dogs game who can drop you with one punch if you sass him. (Which I did, of course!) I couldn't get away from the idea of how healthy and robust the texture looks on the Corsair1_1, so I tried a head swap with the following results:

<img src="http://www.pix8.net/pro/pic/332ZK34H/831038.jpg" border="0" alt="IPB Image" />
<b><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->I am Beltrop! Strong like ox! Strong like bull!<!--sizec--></span><!--/sizec--></b> <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->Mighty like a rose ....<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--> <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

As you can see from the side by side picture Beltrop in this carnation appears to be lacking a neck, but the model looks okay in game, especially if you are using him as a personal character model where you usually only see him from the back. Also, there is a gap between his lower jaw and neck, but it is only noticeable occasionally.

<img src="http://www.pix8.net/pro/pic/332ZK34H/831039.jpg" border="0" alt="IPB Image" />
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->How're ye doing, Desi?
Oh, I'm feeling a little beside myself today . . . .<!--colorc--></span><!--/colorc-->

Skull let me know what you think about this figure for Beltrop Sr., I'm still playing with the texture on the searcher model, and I'll say one thing, his ghoulish pallor has cleared up a bit. Must be all that Snakebite. good for your complexion, I hear . . . . <img src="style_emoticons/<#EMO_DIR#>/beer2.gif" style="vertical-align:middle" emoid=":beer" border="0" alt="beer2.gif" />
 
He's shaping up te be one cool nasty look'n dude SCM <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> ,I have both characters ye sent me in game.Thanks again fer the files mate, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--quoteo(post=143711:date=Mar 28 2006, 02:33 PM:name=Lord Nelson)--><div class='quotetop'>QUOTE(Lord Nelson @ Mar 28 2006, 02:33 PM) [snapback]143711[/snapback]</div><div class='quotemain'><!--quotec-->
if it works, could you add it to the post build 12 modpack?
<!--QuoteEnd--></div><!--QuoteEEnd-->

well theres a risk you would only see flying characters on a critical hit, regular hits are going to be made more realistic, debris effects included
 
Personally, I don't think it would be bad if you only saw flying bodies on a "critical" hit, it might actually make the feature better if it only appears when a really damaging hit occurs. <img src="style_emoticons/<#EMO_DIR#>/boom.gif" style="vertical-align:middle" emoid=":boom" border="0" alt="boom.gif" />

After many tweaks and adjustments, Beltrop Sr. is finally ready to make an appearance in the POTC archipelago;

<img src="http://www.pix8.net/pro/pic/332ZK34H/837040.jpg" border="0" alt="IPB Image" />
<b><!--sizeo:6--><span style="font-size:24pt;line-height:100%"><!--/sizeo-->"Point me towards Nicholas Sharpe!"<!--sizec--></span><!--/sizec--></b>

It was only after a number of failed attempts to adjust his sleeves, to close the gap between his hands and coat, that I had a BFOTO, (Brilliant Flash of the Obvious) and went and took a look at the Searcher model, that this Beltrop texture has been applied to, in the game. Sure enough, there is a noticeable gap in the same place on the original model. It's only slightly less noticeable, I think, because his jacket is a light blue as opposed to red and black. Needless to say I stopped trying to fix that flaw after that. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

<img src="http://www.pix8.net/pro/pic/332ZK34H/837041.jpg" border="0" alt="IPB Image" />
<b><!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->"You say potato, and I say potato..."<!--colorc--></span><!--/colorc--></b>

I took some license with the figure and added gold doubloon buttons to his coat, thinking that is a kind of piratey thing to do; ornament your clothes with some of your ill gotten gains. I used actual pictures of doubloons and pasted them onto the texture over the original buttons. Let me know if you think this is too much, or takes away from the overall effect the figure produces.

I don't think I would especially want to use this figure for a player character model myself, but I'm thinking that I will use this model to replace Camilo Machado, the smuggler on Conceicao with the korsar model, in my game. I'll tweak the dialog files for Machado as well to make him more Beltrop-like. The one thing to keep in mind whenever you make a change like this is that the changes will only show up in a new game. Unless you make a change with a Reinit capability it wont appear in a saved game.

I've sent the files off to Skull and I'll wait for any feedback from him with regards to what might be done to improve the model, but basically this project is finished. I have certainly enjoyed working on this, so thanks, Skull, for coming up with such a good and entertaining idea. <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

I'll share a few points that occurred to me while I was working on these models that may be helpful to other people who are working on the texture files in the game:
1. Even a small change can have a big effect on a model for either good or ill...
2. Depending on the tool you are working with, it can often be easier to change the color on the original texture, and then add the individual features from the new texture rather than trying to replace the entire texture. By way of example; Beltrop's coat didn't fit neatly over the searcher coat because the textures didn't line up. However, changing the color of the searchers' coat to black, and then adding the pockets, the collar, the piping around the edges and sleeve decorations from the Beltrop texture, made the process much easier.
3. Cutting out a portion of the texture and pasting it into a Paint program can be helpful for straightening curved lines, using the features in Paint. Pasting the texture back doesn't appear to take away from the clarity of the texture to any noticable degree. (Be warned, the textures a very tiny and it can be a little daunting when turn microscopic when you paste it into Paint. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /> )
4. Drinking copious amounts of alcoholic beverages, and playing loud music, while you work produces no noticeable benefit to working on textures, but it make the entire process far more pleasant. <img src="style_emoticons/<#EMO_DIR#>/beer2.gif" style="vertical-align:middle" emoid=":beer" border="0" alt="beer2.gif" />

Barkeep! <img src="style_emoticons/<#EMO_DIR#>/beer2.gif" style="vertical-align:middle" emoid=":beer" border="0" alt="beer2.gif" />
 
That's a good one SCM....better than my beltrop that I made long ago...for I was using that on my mini quest....
 
Thanks Vassal! I remember that project you were working on, with the execution scene and subsequent escape, but I hadn't remembered that Beltrop was a part of that quest. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

Here's an update with a picture of Beltrop in my game, replacing Camilo Machado the leader of the smugglers on Conceicao.
<img src="http://www.pix8.net/pro/pic/332ZK34H/840142.jpg" border="0" alt="IPB Image" />

I added the voice file for Beltrop from Sea Dogs and now the model says, "There's nothing here for you, youngster." in a sinister manner, when you talk to him. For some reason the Sea Dogs sound files seem to work better than the POTC voice files, go figure! <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
I also changed the dialog files so all the references to Machado are replaced with Beltrop, so Machado has been replaced both literally and figuratively. Although Machado/Beltrop plays a fairly passive role in the POTC quest, I still think this is a good fit, and sort of ties POTC further into Sea Dogs, the same way the saber of Nicholas Sharpe does. I'm looking forward to the day when the PA community is able to create or finagle a game that incorporates the best features of all three games; Sea Dogs, POTC and AOP.

Petros, I was able to get the Beltrop textures on the FTP, thanks to Pieter!, so if you want to take a look at them, they are finally there. <img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

Ahoy thar SirChristopherMings, I thankee for the pointin out of certain "improvements "in this ere game of'n ours to date, makes it that much more'n enjoyable. I was doin some thinkin, and I was ponderin what them thar other files, that LowCharacters folder be doin in the build or game for that matter. Thar is also a "Lo_Man_1.gm" file as well as "Lo_Man_2.gm" and a "Lo_Man_3.gm". If'n yew be wantin tew look closer thar be another set of other startin with "Lo_Man_kamzol_1.gm" an runnin thru to 3.....I was wonderin what they be doin for the game...because they ain't in that thar Particles folder either

<img src="style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" />

I be wonderin, SirChristopherMings, if'n yew be playin around inside them thar holy character files, and be wantin tew further yew'm experiments, I don't supposin yew be wantin tew try an make my "old favorite pirate" Long John Silver" something like the character from Treasure Island, built on the one portraited by Robert Newton....read somewhere way back where Alan Smithee was thinkin of creating one from Muppet Treasure Island using Tim Curry as the model, but as we can see, this never happen.....course the hard part would be tew be replacing a leg with a crutch....but thought may be this feller would like a challenge.....BAHAHAHA
 
Harrr! Sir Mings, ye done a fine job matey <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> ,I'd be receiv'n all Beltrop files ye sent me and 'ave a few idears fer them.Grand thought ter add his voice as well,I'd realy like ter thank ye matey fer take'n on this project <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

Long John Silver,tham files ye be refer'n te,Lo_ Man GM Files would be models fer yer crew on deck <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
This looks great. I look forward to seeing it in my game. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Long John Silver,
I like the idea of a Long John Silver model, but I sure as heck can't make one, I've only been playing with textures for existing models, I can't alter the gm's other than what can be done with Inez's TOOL. It occurs to me, however, that Long John Silver had a long career as a two-legged pirate before the fight where he lost his leg, and Pew lost his eyes, ( Was that the fight where Flint was killed as well?) in which case, there are probably a couple of models that might serve your turn. <img src="style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" />

Not satisfied with getting Beltrop's voice into the game, now I want to get the music from Sea Dogs, the pirate song, to play as well, either when I go to the pirate stronghold on Conceicao, or in Beltrop's house, or both. Now I have to figure out how to do that. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> Meanwhile, I'll try to get the various Beltrop model files onto the FTP, set up so they can be bought in the shops, along with a read me on how to add him to the game as a replacement for Machado. Call me vain if you will, but I would like to see a model I worked on up on Pieter's Page. (I refer to it as Pieter's refrigerator... <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> ) <img src="style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />
 
Once you release your model, I'll happily add it to the modpack. And I'll happily add all your modified dialogs as well. I don't know when I'd add the model to my site though; I have been tooo busy with the modpack to keep the page up-to-date. But once I have time, you can be certain that he'll be added on there. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

As far as music is concerned, you could try SetMusicNoPause("MUSICFILEHERE") in a dialog file. Not sure if it works, but it's worth a try. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Thanks Pieter! <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> and thanks again for the FTP commander, I finally put it to good use;

The Beltrop reskins;
Beltrop Jr., <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
<img src="http://www.pix8.net/pro/pic/332ZK34H/818868.jpg" border="0" alt="IPB Image" />

Beltrop Sr., <img src="style_emoticons/<#EMO_DIR#>/pirate_plain.gif" style="vertical-align:middle" emoid=":p3" border="0" alt="pirate_plain.gif" />
<img src="http://www.pix8.net/pro/pic/332ZK34H/837040.jpg" border="0" alt="IPB Image" />

and "Bully" Beltrop, <img src="style_emoticons/<#EMO_DIR#>/pirate2.gif" style="vertical-align:middle" emoid=":p:" border="0" alt="pirate2.gif" />
<img src="http://www.pix8.net/pro/pic/332ZK34H/831038.jpg" border="0" alt="IPB Image" />

have been loaded onto the FTP, along with a readme with instructions for loading them, and a folder containing the files needed to replace Camilo Machado with the Beltrop Sr. figure. The file is named, "Desmond Ray Beltrop Models".

Of course the minute I finished this I had another idea; <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> of how, with the Beltrop/Machado switch, I could use the video from Sea Dogs, where Beltrop punches you and you wind up being hung from a yardarm, and edit the dialog file so this event occurs if you start mouthing off to Beltrop, just like in Sea Dogs. However, that's another project for another time. That, and adding the music files to the scene, or changing the room he's in to a governor's office, or a number of ideas that pop in your head while you're staring at the code or textures. Modding is like potato chips, you can't have one without wanting more. Is there a cure for modoholism? <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

Let me know if you see any changes that you think the figures might need, I have stared at them for so long I no longer trust my eyesight. Keep in mind that some features on the figures defy being changed, and there is always the odd line on the original model that throws off the texture no matter what you do. <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />

Break out the Snakebite!
<img src="http://www.pix8.net/pro/pic/332ZK34H/8211.jpg" border="0" alt="IPB Image" /> <img src="style_emoticons/<#EMO_DIR#>/beer2.gif" style="vertical-align:middle" emoid=":beer" border="0" alt="beer2.gif" />
 
This is GREAT! I will add it into the next modpack release. Please make sure I don't forget! <img src="style_emoticons/<#EMO_DIR#>/dev.gif" style="vertical-align:middle" emoid=":d:" border="0" alt="dev.gif" />
 
Could you please send me a copy of your edited quests_reaction.c file to <a href="mailto:pieter_boelen@planet.nl">pieter_boelen@planet.nl</a>? I can make all differences visible and add all your changes in without overwriting anything.
 
Pieter,

The file is on its way to you via cargo parrot as we speak. Thank you! <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />

I attached a couple of barrels of rum to the parrot as well, let me know that they make it to you intact. It isn't called the "Blind Parrot" cause he can't see good. <img src="style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />
 
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