• New Horizons on Maelstrom
    Maelstrom New Horizons


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<!--quoteo(post=221740:date=Nov 16 2007, 06:46 PM:name=Morgan Terror)--><div class='quotetop'>QUOTE(Morgan Terror @ Nov 16 2007, 06:46 PM) [snapback]221740[/snapback]</div><div class='quotemain'><!--quotec-->would that website be the piratehideout, by any chance?<!--QuoteEnd--></div><!--QuoteEEnd-->Yes, it would. Actually I think I saved that walkthrough in a Word file somewhere. I can see if I can still find it.

<!--quoteo(post=221740:date=Nov 16 2007, 06:46 PM:name=Morgan Terror)--><div class='quotetop'>QUOTE(Morgan Terror @ Nov 16 2007, 06:46 PM) [snapback]221740[/snapback]</div><div class='quotemain'><!--quotec-->basically, it shouldn't make a difference what you use. wether it's my set, the regular build 13 update 3, or build 13 final, there all the same thing.<!--QuoteEnd--></div><!--QuoteEEnd-->Exactly. Build 12.1 + Pre Build 13 Base Version + Build 13 Update 3 Full = Build 13 Full + Update 3 = Build 13 Final.

<!--quoteo(post=221753:date=Nov 16 2007, 07:16 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 16 2007, 07:16 PM) [snapback]221753[/snapback]</div><div class='quotemain'><!--quotec-->Doesn't Build 13 Full require Build 12.1 first, while Build 13 Final can be installed on stock POTC directly?<!--QuoteEnd--></div><!--QuoteEEnd-->No. Both were meant to be installed straight on top of the stock game. However, it seems that when installing Build 12.1 first, things tend to work better for some unknown reason. Might be because the RunMe.bat in Build 13 doesn't manage to move all lamguage-specific files to the right place. I tested the installation process on my own game and there it worked fine without installin Build 12.1 first, but it could be that for some other language versions, the Build 13 RunMe.bat doesn't do exactly what I should. Having only the European English version, I cannot test this.

<!--quoteo(post=221776:date=Nov 16 2007, 09:25 PM:name=Henry Avery)--><div class='quotetop'>QUOTE(Henry Avery @ Nov 16 2007, 09:25 PM) [snapback]221776[/snapback]</div><div class='quotemain'><!--quotec-->It would be nice if your Bladedamage mod had a 0-3 integer set to it where 0 is disabled, 1 is mod is on but repairs are instant, 2 is 1 day for a repair, and 3 is 1 day for repair for each upgrade in the repair.<!--QuoteEnd--></div><!--QuoteEEnd-->That would be a change for the blacksmith mod. The Bladedamage mod only breaks blades and was made much later than the mod that allows you to increase the blade's quality. I always thought it didn't make sense that you could upgrade a badly worn saber to worn and up, but the blades would never go down in quality. If the quality can go up, it should be able to go down as well. Also with the Bladedamage mod enabled, enemy's blades can also break. In that case, they will either run away in panic (saving you the trouble of killing them) or they'll courageously continue to fight with their fists. However, with their fists they cannot block, so although they <i>can</i> knock characters out with their fists (as can the player), they can also much easier be killed.

<!--quoteo(post=221776:date=Nov 16 2007, 09:25 PM:name=Henry Avery)--><div class='quotetop'>QUOTE(Henry Avery @ Nov 16 2007, 09:25 PM) [snapback]221776[/snapback]</div><div class='quotemain'><!--quotec-->I once saw a Morrowind mod where there was a chest you could put in the store and put things in, and as the time in-game scrolled, the store person would buy the items in the chest with the available gold. What would be really cool is making the chests in the armorer such that you could fill them up with swords and come back for them later, paying the store owner for the upgrades at that time, or having him just keep them and add them to his inventory. I know that's really complicated and perhaps impossible. Just and idea.<!--QuoteEnd--></div><!--QuoteEEnd-->I also had an idea like that: Rather than having to repair a blade through the dialog, when asking the blacksmith to repair your blades, a box interface would open and you can give him all blades you want repaired. Then he'll tell you how long the repair for all those bades will take and how much it will cost. Then some time later you return, pay the price and collect the blades. Would be much less of a hassle. But would be complicated to code in. Though I am convinced it can be done.

<!--quoteo(post=221807:date=Nov 17 2007, 03:51 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 17 2007, 03:51 AM) [snapback]221807[/snapback]</div><div class='quotemain'><!--quotec-->1. Monks in the haunted abbey under Oxbay via the Dungeon don't work anymore.
They die twice, but there is no dialogue and you can't loot them.<!--QuoteEnd--></div><!--QuoteEEnd-->I think I saw that as well. I tried to fix it, but simply don't understand why it isn't working. The monks do work fine in the Abbey and below the Abbey, right?

<!--quoteo(post=221807:date=Nov 17 2007, 03:51 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 17 2007, 03:51 AM) [snapback]221807[/snapback]</div><div class='quotemain'><!--quotec-->2. The monks under Greenford seem to work, at least the dialogue.
Looting the second corpse get you a sword and cross, but no money.<!--QuoteEnd--></div><!--QuoteEEnd-->That I don't understand. I checked the <i>Maltese_corpse_dialog.c</i> file and I do see this line: <i>AddMoneyToCharacter(pchar, sti(npchar.money));</i> in <i>case "exit":</i>. Can you check if it is there in your file as well?

<!--quoteo(post=221807:date=Nov 17 2007, 03:51 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 17 2007, 03:51 AM) [snapback]221807[/snapback]</div><div class='quotemain'><!--quotec-->Worse yet, when you get to the one that steals your money, even if you catch him and kill him, you don't get <i>the money back. It's all gone.<!--QuoteEnd--></div><!--QuoteEEnd-->He should</i> be given your money through the <i>AddMoneyToCharacter(Npchar, sti(pchar.money));</i> line in <i>case "exitrun":</i>, so then you should be able to get it back as well.
 
i might be able to get that walkthrough back at some point. i don't think it will be anytime soon, but i was a member on that site, and i know that they're doing a redo of the site.

when one of enemy's blades broke, he didn't do anything. he just stood there. i think he didn't have fists with him or equipped.
 
<!--quoteo(post=221830:date=Nov 17 2007, 02:28 PM:name=Morgan Terror)--><div class='quotetop'>QUOTE(Morgan Terror @ Nov 17 2007, 02:28 PM) [snapback]221830[/snapback]</div><div class='quotemain'><!--quotec-->when one of enemy's blades broke, he didn't do anything. he just stood there. i think he didn't have fists with him or equipped.<!--QuoteEnd--></div><!--QuoteEEnd-->Was that on a boarding or on land? On land, he might have been set to run away, but he sort-of forgot or something. They don't get their fists if they are to run away.
 
on land. he just stood there, staring at me. <img src="style_emoticons/<#EMO_DIR#>/8q.gif" style="vertical-align:middle" emoid=":8q" border="0" alt="8q.gif" />
 
<!--quoteo(post=221808:date=Nov 17 2007, 05:43 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 17 2007, 05:43 AM) [snapback]221808[/snapback]</div><div class='quotemain'><!--quotec-->...<!--quoteo(post=221807:date=Nov 17 2007, 03:51 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 17 2007, 03:51 AM) [snapback]221807[/snapback]</div><div class='quotemain'><!--quotec-->1. Monks in the haunted abbey under Oxbay via the Dungeon don't work anymore.
They die twice, but there is no dialogue and you can't loot them.<!--QuoteEnd--></div><!--QuoteEEnd-->I think I saw that as well. I tried to fix it, but simply don't understand why it isn't working. The monks do work fine in the Abbey and below the Abbey, right?

<!--quoteo(post=221807:date=Nov 17 2007, 03:51 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 17 2007, 03:51 AM) [snapback]221807[/snapback]</div><div class='quotemain'><!--quotec-->2. The monks under Greenford seem to work, at least the dialogue.
Looting the second corpse get you a sword and cross, but no money.<!--QuoteEnd--></div><!--QuoteEEnd-->That I don't understand. I checked the <i>Maltese_corpse_dialog.c</i> file and I do see this line: <i>AddMoneyToCharacter(pchar, sti(npchar.money));</i> in <i>case "exit":</i>. Can you check if it is there in your file as well?

<!--quoteo(post=221807:date=Nov 17 2007, 03:51 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 17 2007, 03:51 AM) [snapback]221807[/snapback]</div><div class='quotemain'><!--quotec-->Worse yet, when you get to the one that steals your money, even if you catch him and kill him, you don't get <i>the money back. It's all gone.<!--QuoteEnd--></div><!--QuoteEEnd-->He should</i> be given your money through the <i>AddMoneyToCharacter(Npchar, sti(pchar.money));</i> line in <i>case "exitrun":</i>, so then you should be able to get it back as well.
<!--QuoteEnd--></div><!--QuoteEEnd-->

Those lines are in there in Build 13 Final so it's not the Maltese_corpse_dialog.c that's wrong.

I have tested this feature of CCC's ever since he posted it and it always worked for me.
This is the first time I've tried it since the "improved corpse looting" code was added.
Might that code be affecting this mod?
 
Oh wait. What game version are you using? Build 13 Final still? What "improved corpse looting" do you mean? The only real improved corpse looting that I am aware of is corpsemode 4 added in the Alpha. And indeed the Maltese Knight Abbey now doesn't work right anymore in my current game version. Pirate_KK tried to fix it, but no luck yet.
 
<!--quoteo(post=221892:date=Nov 17 2007, 01:35 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 17 2007, 01:35 PM) [snapback]221892[/snapback]</div><div class='quotemain'><!--quotec-->Oh wait. What game version are you using? Build 13 Final still? What "improved corpse looting" do you mean? The only real improved corpse looting that I am aware of is corpsemode 4 added in the Alpha. And indeed the Maltese Knight Abbey now doesn't work right anymore in my current game version. Pirate_KK tried to fix it, but no luck yet.<!--QuoteEnd--></div><!--QuoteEEnd-->
When Build 13 was being finalized, there was all these posts of "Improving" lootable bodies, changing it for boarding vs land encounters, all that stuff, remember?
 
The only thing we changed then was to enable automatic looting on boardings to prevent the player getting stuck on the boarding deck, as far as I know. Also as far as I know, the Maltese Knight Abbey worked right in Build 13, except for that part you enter through the Oxbay dungeon. The whole money thing is handled through that dialog file, so I don't understand why that wouldn't work. Actually: The whole corpsemode does not apply to the Maltese corpses.
 
Well, there are things that are different now than when I played this.

For one, you no longer get to loot the swords back off your fallen landing party, even though you can take the swords of fallen enemy in the same battle. Your landing party just disappear.

The same thing goes for boarding party. It was not this way before.

I also don't remember fast travel icons to Church or Blacksmith in game when I was testing, (and I did work on the graphics for some of those).

So I think there is more in Build 13 final than just ease of installation. Perhaps it update 3.
Perhaps I didn't get to that one.

All I know is that CCC's stuff worked before and it doesn't now.
 
i've been having problems with the corpse looting mod as well in my previous installment. maybe you're having a similar sort of fluke in your game.
 
There are some changes in Update 3, yes. Could somebody using Build 13 Full please check what happens with the money in the Maltese Knight Abbey?
 
Thanks. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
i'm not using build 13 full, mind you. i'm using build 13 <u>update 3</u> full. or is that the same?
 
No; you're using Build 13 Final then. I'd still be interested in your test results though.
 
i'm not sure when i'll be able to check this out though. i'm very busy with school lately, and the time here on the forum is just about half of the free time i have, which isn't that much.
 
<!--quoteo(post=221807:date=Nov 16 2007, 09:51 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 16 2007, 09:51 PM) [snapback]221807[/snapback]</div><div class='quotemain'><!--quotec-->1. Monks in the haunted abbey under Oxbay via the Dungeon don't work anymore.

They die twice, but there is no dialogue and you can't loot them.<!--QuoteEnd--></div><!--QuoteEEnd-->

Update, the same above is also the case for the Dungeon that connects from the area under Greenford Abbey. It is an area that looks just like the inside of the Inca Temple

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->2. The monks under Greenford seem to work, at least the dialogue.
Looting the second corpse get you a sword and cross, but no money.

Worse yet, when you get to the one that steals your money, even if you catch him and kill him, you don't get the money back. It's all gone.<!--QuoteEnd--></div><!--QuoteEEnd-->

Good news, perhaps.
I fussed with "LAi_events.c" code regarding crew members that disappear i.e. don't produce corpses.
I really don't know why Screwface wanted it that way, but in rolling back some code to Kell code, I not only got the crew members to be lootable again, but I also got the monks under Greenford to give money as well as the sword and cross on looting the skeleton.
They do so automatically, with no interface screen, as was always the case before.
(I still haven't seen them give the smoky quartz that they use to give.)

Even the thief, became lootable, and I was able to get all the money back.

I'll try to post the changes I did tomorrow, once I figure out just what I did, but I guess part of the answer is in "Corpse mode" code in "LAi_events.c"
 
But the whole monk looting isn't supposed to be done through the corpsemode at all. It's supposed to happen through the dialog. That is why the corpsemode was disabled for the cursed monks. That is how CouchcaptainCharles had originally intended it.
 
i'd prefer using the corpsemode, actually. would it be possible to only start the dialogue for the first corpse? like with the last corpse in the abby itself having different dialogue as well?
 
I think it would indeed be possible, but it would require some changes to the code which somebody has to make. And it would go against CCC's original intent. Therefore I don't want to do it. Not to mention the fact that I already <i>have</i> plenty to do. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
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