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Those things are based on Label's not id's. CCC Landfort code also uses the label: Military Area etc. you know the lot oi oi. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
well, at least there's a sort of lead now. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=222561:date=Nov 21 2007, 11:33 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 21 2007, 11:33 AM) [snapback]222561[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=222550:date=Nov 21 2007, 05:21 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 21 2007, 05:21 PM) [snapback]222550[/snapback]</div><div class='quotemain'><!--quotec-->No. that might be "Our" problem.<!--QuoteEnd--></div><!--QuoteEEnd-->True. It was just an expression. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
Apparently that is NOT the problem. There is only one location with label "Sewer" and that is the Oxbay dungeon. By the looks of it, there is three Maltese Knight Abbey locations in total:
- "Greenford_M_church"
- "Greenford_M_crypt" (below the church)
- "Greenford_M_undercroft" (accessible through the Oxbay sewer)

It is "Greenford_M_undercroft" that does not work correctly. I checked the location.id.label, but that does seem to be correct. So that's not the problem. Back to the drawing board.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Me Confused.
How is it we press action on a "Sewer" locator we end up in "Greenford_M_undercroft" when sewer isn't part of it code wise and leads to Dungeon_1?
 
<!--quoteo(post=222543:date=Nov 21 2007, 05:15 PM:name=Morgan Terror)--><div class='quotetop'>QUOTE(Morgan Terror @ Nov 21 2007, 05:15 PM) [snapback]222543[/snapback]</div><div class='quotemain'><!--quotec-->that's a really good idea about the money. thing is, i don't really trust my officers much, which can only be blamed on my over-fertile imagination. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> if you don't have an officer, you could store it at a loanshark, of course.<!--QuoteEnd--></div><!--QuoteEEnd-->

<img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> Loanshark says you! 'N you trust them better? <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> ... I'd berth a ship with a full chest of gold if I'd go by my own imagination... at Douwesen to be exact, just for the fun of it... in case I get washed out on a secluded beach later on in the game and might want to put the storyline at hard test ... <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />

<img src="style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" />
 
<!--quoteo(post=222532:date=Nov 21 2007, 04:43 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 21 2007, 04:43 PM) [snapback]222532[/snapback]</div><div class='quotemain'><!--quotec-->Once I'm done with the shipslist, I'll see if I can make an updated characters list. Then we should decide which models should be used for which purposes. It could add a lot to the atmosphere of the game. We could already start the discussion; I already have an out-of-date character list <a href="http://www.s31clan.com/privateftps/pietersmods/chars.htm" target="_blank">here</a>.<!--QuoteEnd--></div><!--QuoteEEnd-->


<img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
I had a quick look see and I am not sure if I remember correctly but I think Fra_lut_18 - which should not be in the post build12 verisons is still in the game. Not that i mind at all! It is a great skin.
I just wonder if anybody has a compilation of all skins available. That would be the perfect starting point for assignments.
 
that's actually an interesting point. what if you'd save up a manowar at douwesen for when you get stranded there? does that work?
 
<!--quoteo(post=222578:date=Nov 21 2007, 06:47 PM:name=Morgan Terror)--><div class='quotetop'>QUOTE(Morgan Terror @ Nov 21 2007, 06:47 PM) [snapback]222578[/snapback]</div><div class='quotemain'><!--quotec-->that's actually an interesting point. what if you'd save up a manowar at douwesen for when you get stranded there? does that work?<!--QuoteEnd--></div><!--QuoteEEnd-->

Don't know actually! Now that we've been talking about it... I'll give it a try and see what happens <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> .
 
personally, i think that's the reason why douwesen city was locked at that part of the main quest.
 
I think that might cause some quest issues. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=222569:date=Nov 21 2007, 05:44 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 21 2007, 05:44 PM) [snapback]222569[/snapback]</div><div class='quotemain'><!--quotec-->Me Confused.
How is it we press action on a "Sewer" locator we end up in "Greenford_M_undercroft" when sewer isn't part of it code wise and leads to Dungeon_1?<!--QuoteEnd--></div><!--QuoteEEnd-->So if you understand correctly, you are in the Maltese Knight undercroft and you get an icon that says "Sewer" and when you reload, you are NOT transported to the Oxbay dungeon, but instead to another Maltese Knight location? That is indeed quite mystifying. I checked and there is literally only one reference to "Sewer" in any of the location init files and that is for the Oxbay Dungeon.

<!--quoteo(post=222576:date=Nov 21 2007, 06:24 PM:name=Julian)--><div class='quotetop'>QUOTE(Julian @ Nov 21 2007, 06:24 PM) [snapback]222576[/snapback]</div><div class='quotemain'><!--quotec-->I had a quick look see and I am not sure if I remember correctly but I think Fra_lut_18 - which should not be in the post build12 verisons is still in the game. Not that i mind at all! It is a great skin.<!--QuoteEnd--></div><!--QuoteEEnd-->That list is outdated. A lot of stuff that on that list says it is not in there, actually IS in either Build 13 or the Build 14 Alpha versions.

<!--quoteo(post=222576:date=Nov 21 2007, 06:24 PM:name=Julian)--><div class='quotetop'>QUOTE(Julian @ Nov 21 2007, 06:24 PM) [snapback]222576[/snapback]</div><div class='quotemain'><!--quotec-->I just wonder if anybody has a compilation of all skins available. That would be the perfect starting point for assignments.<!--QuoteEnd--></div><!--QuoteEEnd-->With the GM Viewer you can view all characters models in the game. Except for me and Windows Vista: My GM Viewer won't show character models. The page I posted is beyond a doubt the most complete list. But it is incomplete and outdated. A lot more has been added. I'll get the list updated at some point. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
what i THINK would happen is this:

you would get away on your berthed ship. you can come back at any time, and then go to the piraes on douwesen. however, i can foresee issues when you'd go to isla muelle. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=221979:date=Nov 18 2007, 12:19 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 18 2007, 12:19 AM) [snapback]221979[/snapback]</div><div class='quotemain'><!--quotec-->I realize that I needed to be more specific. Once you go through the "Back door" area under the Church,which does work for dialogues, you go through passages like the Redmond Dungeon till you find a "Dead End" section that gives you an open "padlock" icon at top left, and says "Sewer"!<!--QuoteEnd--></div><!--QuoteEEnd-->I have been doing some more research. I went through the back door and there all the monks worked fine. Then I found the "dead end" that you mention that says "Sewer". See attached screenshot. Going through here, I enter the real Oxbay dungeon/Sewer. I am stuck, but can side-step out of it. I can return the same way back to the Maltese Knight Abbey dungeon.

From the Oxbay dungeon, I can also go to the lower lever (down the stairs), then take a right, which transports me to the Labyrinth-like section of the Maltese Knight Abbey: ID = "Greenford_crypt". Here the monks don't talk. However, this is the SAME location (with same ID) that you access when coming from the Greenford Maltese Knight Church. So if entered from the Oxbay dungeon, the monks don't talk and when accessed from the Greenford Church, they DO talk. This seems VERY strange to me. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
Going further:
Oxbay sewer reloadc4 goes to the Maltese Knight Abbey Redmond dungeon copy. Location ID: "greenford_m_undercroft". Monks work fine.
Oxbay sewer reloadc3 goes to the Maltese Knight Abbey Labyrinth copy. Location ID: "Greenford_crypt". Monks don't talk.
Through the Abbey itself you can also access "Greenford_crypt". The monks work fine in this case.

As far as I can see, the only problem occurs when going to the Greenford crypt via the Oxbay dungeon and the reloadc3 locator. I would propose to simply remove this reload as a "fix". I have NO idea why this problem occurs at all. It is completely mystifying. Perhaps that Maltese Knight Abbey really IS cursed. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
<!--quoteo(post=222593:date=Nov 21 2007, 02:04 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 21 2007, 02:04 PM) [snapback]222593[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=221979:date=Nov 18 2007, 12:19 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 18 2007, 12:19 AM) [snapback]221979[/snapback]</div><div class='quotemain'><!--quotec-->I realize that I needed to be more specific. Once you go through the "Back door" area under the Church,which does work for dialogues, you go through passages like the Redmond Dungeon till you find a "Dead End" section that gives you an open "padlock" icon at top left, and says "Sewer"!<!--QuoteEnd--></div><!--QuoteEEnd-->I have been doing some more research. I went through the back door and there all the monks worked fine. Then I found the "dead end" that you mention that says "Sewer". See attached screenshot. Going through here, I enter the real Oxbay dungeon/Sewer. I am stuck, but can side-step out of it. I can return the same way back to the Maltese Knight Abbey dungeon.

...<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't get stuck. On entering that area, one is facing water.
Turning around, you can go straight a bit.
It is very dark here.
Then you can turn left (with one of those special fires) and it opens up to the inca temple clone.
 
Facing water? Apparently you were something else than I was. When going through that reload shown in the screenshot, I was teleported to the Oxbay dungeon right down the stairs that come from Oxbay town. I was facing away from the stairs and I was stuck, but sidestep quickly got me out of there. When going through that locator again, I return to the spot in the Maltese Knight Abbey location I just came from.
 
I am confused. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

You're right. You do come out under Oxbay.

I'm confusing it with the one you access once you go down to the next level from where you say.

Right across form where you find the "Dragon's Tongue" sword in stock game, in this entrance, you wind up in the Temple. And I was wrong, one is facing away from water there. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
[attachment=1338:entrance.gif]
 
Yes; that is the one where the monks are mute for me as well. But I found out it is the SAME location as the one you access through the Maltese Knight Church and when you access it that way, the monks are not mute. I don't know why this happens or how, but I think if we simply disable the reload shown in your screenshot, that might be good enough. It wouldn't be a real fix, of course, but it WOULD ensure the player can't actually access the bug anymore. And that location would still be PROPERLY accessible through the Maltese Knight Church. What do you think about that? I admit it wouldn't be perfect, but this seems to be a much more complicated issue than I first thought. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
I run into a bug in the excort Vigilia Mendes quest : the typical midnight crash, after trying to trade with the storeman of FdF. The reason was that Mendes' ship was overloaded. I corrected the bug by removing part of his cargo via console.c.
It seems that he is given 500 of ebony at Isla Muelle and then 500 of Linen at FdF, which is too much for his ship. He's supposed to sell the ebony at FdF, but it's not written anywhere in quest_reaction.c.

The bug occured in Build13 update3, but it might be as well in newer versions - it doesn't look like it was corrected in Build 14 alpha 7 plus.
 
1 + 1 = 2! Finally the quarter falls. The midnight crash is caused by an overloaded ship. This bug has been in the Build for a long time, but has become more obvious for me with my GiveShip2Character function. I hadn't connected the dots yet as far as that one was concerned. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
there's one catch though: with me, the game didn't crash. on the other hand, i'm pretty sure i used directsail, which i could call a pretty lucky coincidence.
 
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