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RUNTIME ERROR - file: dialogs\Joseph Claude Le Moigne_dialog.c; line: 74
missed attribute: english_war_ship
RUNTIME ERROR - file: dialogs\Joseph Claude Le Moigne_dialog.c; line: 74
no rAP data
RUNTIME ERROR - file: dialogs\Joseph Claude Le Moigne_dialog.c; line: 80
missed attribute: english_war_ship
RUNTIME ERROR - file: dialogs\Joseph Claude Le Moigne_dialog.c; line: 80
no rAP data
RUNTIME ERROR - file: dialogs\Joseph Claude Le Moigne_dialog.c; line: 54
missed attribute: english_war_ship
RUNTIME ERROR - file: dialogs\Joseph Claude Le Moigne_dialog.c; line: 54
no rAP data
RUNTIME ERROR - file: dialogs\Joseph Claude Le Moigne_dialog.c; line: 54
missed attribute: english_war_ship
RUNTIME ERROR - file: dialogs\Joseph Claude Le Moigne_dialog.c; line: 54
no rAP data
RUNTIME ERROR - file: dialogs\Joseph Claude Le Moigne_dialog.c; line: 54
missed attribute: english_war_ship
RUNTIME ERROR - file: dialogs\Joseph Claude Le Moigne_dialog.c; line: 54
no rAP data
RUNTIME ERROR - file: dialogs\Joseph Claude Le Moigne_dialog.c; line: 74
missed attribute: english_war_ship
RUNTIME ERROR - file: dialogs\Joseph Claude Le Moigne_dialog.c; line: 74
no rAP data
RUNTIME ERROR - file: dialogs\Joseph Claude Le Moigne_dialog.c; line: 80
missed attribute: english_war_ship
RUNTIME ERROR - file: dialogs\Joseph Claude Le Moigne_dialog.c; line: 80
no rAP data
RUNTIME ERROR - file: dialogs\Joseph Claude Le Moigne_dialog.c; line: 54
missed attribute: english_war_ship
RUNTIME ERROR - file: dialogs\Joseph Claude Le Moigne_dialog.c; line: 54
no rAP data
RUNTIME ERROR - file: dialogs\Joseph Claude Le Moigne_dialog.c; line: 54
missed attribute: english_war_ship
RUNTIME ERROR - file: dialogs\Joseph Claude Le Moigne_dialog.c; line: 54
no rAP data
RUNTIME ERROR - file: dialogs\Joseph Claude Le Moigne_dialog.c; line: 74
missed attribute: english_war_ship
RUNTIME ERROR - file: dialogs\Joseph Claude Le Moigne_dialog.c; line: 74
no rAP data
RUNTIME ERROR - file: dialogs\Joseph Claude Le Moigne_dialog.c; line: 80
missed attribute: english_war_ship
RUNTIME ERROR - file: dialogs\Joseph Claude Le Moigne_dialog.c; line: 80
no rAP data
This is Mr. Le Moigne's character init entry:Yes i think the character dialog has something to do with this error log:
// Joseph Claude Le Moigne (townhall)
ch.old.name = "Joseph";
ch.old.middlename = "Claude";
ch.old.lastname = "Le Moigne";
ch.name = TranslateString("","Joseph");
ch.middlename = TranslateString("","Claude");
ch.lastname = TranslateString("","Le Moigne");
ch.id = "Joseph Claude Le Moigne";
ch.model = "huber_fra";
ch.sex = "man";
ch.location = "Falaise_de_fleur_townhall";
ch.location.group = "goto";
ch.location.locator = "goto8";
ch.Dialog.Filename = "Joseph Claude Le Moigne_dialog.c";
ch.Dialog.Filename.GroupDialog = "governor.c";
ch.nation = FRANCE;
ch.rank = 1;
ch.reputation = "60";
ch.experience = "0";
ch.skill.Leadership = "6";
ch.skill.Fencing = "1";
ch.skill.Sailing = "1";
ch.skill.Accuracy = "1";
ch.skill.Cannons = "1";
ch.skill.Grappling = "1";
ch.skill.Repair = "1";
ch.skill.Defence = "1";
ch.skill.Commerce = "5";
ch.skill.Sneak = "1";
ch.money = "10";
ch.quest.meeting = "0";
ch.quest.english_war_ship = "0"; // <----------- NOTE THAT LINE -------------
LAi_RemoveLoginTime(ch);
LAi_SetHuberStayType(ch);
LAi_group_MoveCharacter(ch, "FRANCE_CITIZENS");
LAi_SetStayHuberPointWindow(ch, "goto", "goto5");
LAi_SetStayHuberPointMap(ch, "goto", "goto10");
ch.greeting = "Gr_joseph claude le moigne";
AddGameCharacter(n, ch);
In Bridgetown, when u are in map mode and sailing to it.. when you fast travel I can see "Bridgetown|" with | in the end.
Also when im inside the town anything in any building, or dialog has | in end of Bridgetown name
Somehow all characters in the town got set to WarriorType, while they aren't supposed to be.@Pieter Boelen could you take a look at the savegame @A.H posted. For some reason it looks like all normal character don't have a dialog file assigned to them anymore...
ch = CharacterFromID("Michael Collop");
LAi_SetCitizenType(ch);
It also seems to happen in the Port....I havent seen this problem before. I suspect it has something to do with the colony capture but I will check tomorrow.It seems to be limited to ONLY that specific location in Bridgetown where the Apothecary scenes have been taking place.
I also see quite a lot of calls to 'LAi_SetWarriorType' in the code for that sidequest.
Could it be that your code ends up doing something else that you intend it to and it affects all characters in the same location?
What happens when you try to generate random characters, but they're never generated because there are too many characters in the location?
Could this be a left-over effect from the "vcskip" business you got before?
That was also didn't actually make sense to me, but got solve by reducing the number of characters.
I just talked to a character in port.It also seems to happen in the Port....I havent seen this problem before. I suspect it has something to do with the colony capture but I will check tomorrow.