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    Maelstrom New Horizons


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Stormy Start for Free Play

I am seeing it. Yes.

// Jerry-rigged console file.
//put code under ExecuteConsole() below.
//NK 04-08-28
// not needed I think extern void InitShips();
#include "SDK\LocatorWrite.c"
#include "Upgrade.c";
extern void InitItems();
extern void InitCannons();


void ExecuteConsole()
{
ref pchar = GetMainCharacter();
ref ch;
int i;
int limit;
// Case 0 = Enable reload (useful when you get stuck on boarding) + Set player type (if you cannot move anymore)
switch(1) // Case 1 = Various test and cheat codes
{ // Case 2 = Location coordinate information
case 1: // Case 3 = Automatic instant cheats in port
// Case 4 = Instant teleport to Hendrick Vanderdecken

// Give ship
// ------------------
/* for (i = 0; i <= GetCompanionQuantity(PChar); i++) {
limit = GetCompanionIndex(PChar, i);
if (limit < 0) continue;
ch = GetCharacter(limit);
GiveShip2Character(ch,ch.ship.type,ch.ship.name,-1,ch.ship.stats.nation,true,true);
}*/
// GiveShip2Character(pchar,"NL_Amsterdam","Amsterdam",-1,HOLLAND,true,true);
// GiveShip2Character(pchar,"CursedDutchman","Flying Dutchman",-1,PIRATE,true,true);
// GiveShip2Character(pchar,"QueenAnnesRevenge","Queen Anne's Revenge",-1,PIRATE,true,true);
// GiveShip2Character(pchar,"RN_SteamFrigate","Astrea",-1,ENGLAND,true,true);
// CrimsonBlood_ModifyShip()
// GiveShip2Character(pchar,SHIP_CURSED,PreprocessText("#scursed_ship#"),-1,PIRATE,true,true);
/*
if (PreprocessText("#scursed_ship#") == "Black Pearl")
GiveShip2Character(pchar,"BlackPearl",PreprocessText("#scursed_ship#"),-1,PIRATE,true,true);
else
{
GiveShip2Character(pchar,"CrimsonBlood",PreprocessText("#scursed_ship#"),-1,PIRATE,true,true);
pchar.EmblemedSails.normalTex = "Ships\Sails\sail_Petros_black_red.tga"; // PB
pchar.EmblemedSails.nationFileName = "Ships\Sails\sail_Petros_black_red.tga"; // PB
}
*/
/*
if(!Checkattribute(pchar,"cheatship")) Pchar.cheatship = 1;
int con = sti(Pchar.cheatship);
if(con<SHIP_TYPES_QUANTITY)
{
GiveShip2Character(pchar,ShipsTypes[con].id,"Test Ship",-1,ENGLAND,true,true);
Pchar.cheatship = con +1;
}
TraceAndLog("*************************** Ship : " + ShipsTypes[con].id + " , Index : " + con + " ");
*/
// Give items
// ------------------
/*
GiveItem2Character(PChar, "compass3");
EquipCharacterByItem(pchar, "compass3");
GiveItem2Character(pchar, "spyglass4");
EquipCharacterByItem(pchar, "spyglass4");
GiveItem2Character(pchar, "clock2");
EquipCharacterByItem(pchar, "clock2");
GiveItem2Character(pchar,"blade26+3");
EquipCharacterByItem(pchar, "blade26+3");
GiveItem2Character(pchar,"pistol3_14");
EquipCharacterByItem(pchar, "pistol3_14");
GiveItem2Character(pchar, "sextant");
GiveItem2Character(pchar, "Trident_Neptune");

GiveItem2Character(pchar, "mapKhaelRoa");
GiveItem2Character(pchar, "mapAntigua");
GiveItem2Character(pchar, "mapCayman");
GiveItem2Character(pchar, "mapConceicao");
GiveItem2Character(pchar, "mapCuba");
GiveItem2Character(pchar, "mapDouwesen");
GiveItem2Character(pchar, "mapFalaiseDeFleur");
GiveItem2Character(pchar, "mapGuadeloupe");
GiveItem2Character(pchar, "mapHispaniola");
GiveItem2Character(pchar, "mapIslaMuelle");
GiveItem2Character(pchar, "mapOxbay");
GiveItem2Character(pchar, "mapQuebradasCostillas");
GiveItem2Character(pchar, "mapRedmond");
GiveItem2Character(pchar, "mapSaintMartin");
GiveItem2Character(pchar, "mapTurks");
GiveItem2Character(pchar, "mapAruba");
GiveItem2Character(pchar, "mapCuracao");
GiveItem2Character(pchar, "mapEleuthera");
GiveItem2Character(pchar, "mapRedmond_Dungeon");
GiveItem2Character(pchar, "mapOxbay_Dungeon");
GiveItem2Character(pchar, "mapOxbay_Cave");
GiveItem2Character(pchar, "mapDouwesen_Cave");
GiveItem2Character(pchar, "mapKhaelRoa_TempleGround");
GiveItem2Character(pchar, "mapKhaelRoa_TempleUpper");
*/

/*
GiveItem2Character(Pchar, "skull_ring");
GiveItem2Character(Pchar, "moccasins");
GiveItem2Character(Pchar, "mayan_compass");
GiveItem2Character(Pchar, "empty_pipe");
GiveItem2Character(Pchar, "dried_mushrooms");
GiveItem2Character(Pchar, "bladeflint");
GiveItem2Character(Pchar, "pistolsteel");
*/

// Models and Times (for screenshot-making)
// ------------------
// GiveModel2Player("Jack",true);
// SetNextWeather("Clear");
// SetCurrentTime(00.00, 0); // NIGHT1.COL
// SetCurrentTime(06.00, 0); // EVENING3.COL
// SetCurrentTime(12.00, 0); DAY1.COL
// SetCurrentTime(20.00, 0); //MORNING1.COL
// CycleThroughTexturedModels("Town_Redmond\Town_04");
// ReloadToTexturedModel("Town_Redmond\Town_03", "ENGLAND");
 
You have to remove the // from the lines that you want to execute, otherwise indeed nothing would happen:
Code:
// SetNextWeather("Clear");
// SetCurrentTime(00.00, 0); // NIGHT1.COL
// SetCurrentTime(06.00, 0); // EVENING3.COL
// SetCurrentTime(12.00, 0); DAY1.COL
// SetCurrentTime(20.00, 0); //MORNING1.COL
For example, use this:
Code:
     SetNextWeather("Clear");
// SetCurrentTime(00.00, 0); // NIGHT1.COL
// SetCurrentTime(06.00, 0); // EVENING3.COL
     SetCurrentTime(12.00, 0); // DAY1.COL
// SetCurrentTime(20.00, 0); //MORNING1.COL
 
Last edited:
Oh. I forgot about the first set of //. I only took out the second. Ok I'll try that.
 
So I changed it and now I'm hitting F12 and the "Console Executed" message is not appearing. :modding
 
And you have this exact code?
Code:
  SetNextWeather("Clear");
// SetCurrentTime(00.00, 0); // NIGHT1.COL
// SetCurrentTime(06.00, 0); // EVENING3.COL
  SetCurrentTime(12.00, 0); // DAY1.COL
// SetCurrentTime(20.00, 0); //MORNING1.COL
And switch(1) ?

And you press F12, see the message and then reload to another location?

That should work. I have done that SO many times! o_O
 
@Legendary_Spider: Attached version of the console totally works for me; just tested.
Start new game, get stormy business, press F12 reload into port and immediate noon and clear skies.

Alternatively, open PROGRAM\Storyline\FreePlay\quests\both_reaction.c and find:
Code:
//         SetNextWeather("Blue Sky"); //JRH //MAXIMUS: we came to this port with storm, right?
         SetNextWeather("Heavy Rain");   // LDH for new weather system, ignored by old system - 26Feb09
Put the // in front of the other line and you should always get Blue Skies on new game.
 

Attachments

  • console.zip
    5.2 KB · Views: 135
Glad to hear something worked at last.
Still curious that my regular solution didn't work for you when it does for me, but as long as you've got something that works, that is all that matters.
 
Ugh. It's happening again. I need to figure out what I did last time to fix it.
 
Ugh. It's happening again. I need to figure out what I did last time to fix it.
Try my suggestion from post #33; I think that should work....

Alternatively:
1. Go into thew tavern and stay half a day in the tavern hall
2. Exit the tavern (should be night now)
3. Go back into the tavern
4. Stay half a day in the tavern hall again

I think that should reshuffle the weather.
 
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