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Solved The Building Set for PotC

I have a question: Is there anybody here who does NOT like the Enlarged Oxbay mod with the Greenford Maltese Knight Abbey? I am thinking of simply removing the toggle on this mod and having it always on. I see no reason why somebody would want to get rid of the Maltese Knight Abbey and the fake forts. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
I can live with that <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
I like the abby and the fort `s

but not the showcase oxbay, i think that the port without the building set is better. The building set is good to make new locations on the new islands, but the normal orginal locations should be left alone.
 
<!--quoteo(post=167659:date=Oct 15 2006, 10:26 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 15 2006, 10:26 AM) [snapback]167659[/snapback]</div><div class='quotemain'><!--quotec-->
I have a question: Is there anybody here who does NOT like the Enlarged Oxbay mod with the Greenford Maltese Knight Abbey?...<!--QuoteEnd--></div><!--QuoteEEnd-->
I think that those who don't like skeletons, or ghosts might not like it, so a toggle for them should stay.
 
Very well. I'll keep them then. I did join up all BuildingSet toggles into ENABLE_BUILDINGSET and I removed the other two toggles. Originally there were three toggles:
ENABLE_BUILDINGSET - Setting this off will prevent buildings from being rebuilt on revisiting a location
ENABLE_BUILDINGMOD - Setting this off will remove the officer dialog options for the BuildingSet
OXBAY_BUILDSET - Setting this off will remove the additional buildings from the Oxbay suburbs

I now joined all settings into ENABLE_BUILDINGSET. If you turn this off, you can't build anymore and BuildingSet buildings are not rebuilt anymore either, so this should effectively turn off the mod. Also: It should be possible to enable/disable the mod without having to start a new game.

The Oxbay showcase buildings are supposed to be gone the second time you visit Oxbay (due to an earthquake <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> ). ARE they actually gone then or do they always remain there? They're not supposed to.
 
<!--quoteo(post=167755:date=Oct 16 2006, 08:26 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 16 2006, 08:26 AM) [snapback]167755[/snapback]</div><div class='quotemain'><!--quotec-->
.......

The Oxbay showcase buildings are supposed to be gone the second time you visit Oxbay (due to an earthquake <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> ). ARE they actually gone then or do they always remain there? They're not supposed to.
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What are the showcase buildings?

If you mean the cannon stuck on the pinicle of rock on the beach(and the hut on the beach...and that square fort in the sea), then i'm pretty sure its still there after you liberate Oxbay.
 
I do mean those buildings and they're supposed to be removed as soon as you enter worldmap sailingmode for the very first time.
 
I seem to remember that the buildings always remained unless I'd go and talk to the guy on the foreshore and get to talking about earthquakes. Never really bothered me either way. It's been quite some time since I've played though so maybe things have changed in recent updates. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

Cheers <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Originally the buildings collapsed when you'd talk to the man. However, then Screwface added random characters to the ports and when you'd talk about the earthquake now, the buildings wouldn't collapse but some random characters were killed instead. So that's why I made it so that the buildings were always removed from the location the first time you'd leave Oxbay port. However, apparently that doesn't work properly anymore either with all the rewrites that have been done in that department recently.
 
<!--quoteo(post=167697:date=Oct 15 2006, 08:02 PM:name=Thomas the Terror)--><div class='quotetop'>QUOTE(Thomas the Terror @ Oct 15 2006, 08:02 PM) [snapback]167697[/snapback]</div><div class='quotemain'><!--quotec-->
I like the abby and the fort `s

but not the showcase oxbay, i think that the port without the building set is better. The building set is good to make new locations on the new islands, but the normal orginal locations should be left alone.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree with that <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> Initially the Building Set was designed as stand-alone choice mod, and I put the buildings into Oxbay port to show what could be done with the various buildings right after the gamestart. But being part of the Build now it shouldn't be forced on every player in that in-your-face manner.

Simply delete this section from Reinit.c :


Build_at("Oxbay_port", "bastion", "cannon", -36.0, 4.9, 51.0, 2.8, "building"); // changed Feb06
Build_at("Oxbay_port", "windmill", "windmillfan", -36.0, 16.0, 24.0, 1.7, "building"); // changed Feb06
Build_at("Oxbay_port", "fence", "cannon", 21.3, 10.5, 45.4, 0.0, "building");
Build_at("Oxbay_port", "keep", "", 59.0, 2.5, 79.5, -3.0, "building"); // changed Feb06
Build_at("Oxbay_port", "observatory", "", 55.0, 18.0, 49.2, 1.3, "building");
Build_at("Oxbay_port", "mansion", "", 12.3, 6.3, 25.4, 0.27, "building");
Build_at("Oxbay_port", "workshop", "cannon", -3.5, 2.0, 52.2, 2.1, "building");
 
Could you please tell me what code would remove the buildings from Oxbay port when they are there? The buildings are meant to be removed when you leave Oxbay for the first time, but it is reported that it doesn't work.
 
Well, when I wrote that the code was in dialogs\b_workshop.c . It is not there anymore, though. Wasn't it you who moved it, maybe to the "leave Oxbay" quest??

Removing the port buildings completely right from the start would save us all the trouble with the "earthquake".

<!--quoteo(post=167529:date=Oct 14 2006, 07:21 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 14 2006, 07:21 PM) [snapback]167529[/snapback]</div><div class='quotemain'><!--quotec-->
What i'd be looking to also do at some point is to create a version of your jungle that changes with light conditions(like the default scenery) - this will be way down the line i suspect(as most of us beaver over build13 and getting it finished), but i think the buildmod is excellent and if we could improve the graphical quality of some of it, i suspect it would change a lot of peoples minds about it. So what do you think? could that be possible, is it just a matter of working on the stock models more? And then loading a day or night version depending on the time of day(i'm not sure how the default vegatation does this)?
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I'm no modeler, but FAIK the stock locationmodels load different textures according to the time of the day. That doesn't work for the buildingset cause its buildings are being treated as itemmodels, like swords. That was the only way to give the player the opportunity to build wherever HE wants.

Though IF someone were able to make buildingmodels with nighttextures I could change the code so that dark models would be used at night.
 
<!--quoteo(post=167884:date=Oct 17 2006, 12:30 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 17 2006, 12:30 PM) [snapback]167884[/snapback]</div><div class='quotemain'><!--quotec-->
Could you please tell me what code would remove the buildings from Oxbay port when they are there? The buildings are meant to be removed when you leave Oxbay for the first time, but it is reported that it doesn't work.
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I just tested it myself and it still does work properly, so never mind about this. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
<!--quoteo(post=167887:date=Oct 17 2006, 11:47 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 17 2006, 11:47 AM) [snapback]167887[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=167884:date=Oct 17 2006, 12:30 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 17 2006, 12:30 PM) [snapback]167884[/snapback]</div><div class='quotemain'><!--quotec-->
Could you please tell me what code would remove the buildings from Oxbay port when they are there? The buildings are meant to be removed when you leave Oxbay for the first time, but it is reported that it doesn't work.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I just tested it myself and it still does work properly, so never mind about this. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
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So what triggers it in your game? I haven't met anyone who talked to me about an earthquake in any of the modded games i've played so far(i might have missed them though). And i've got as far, since playing with mods, as completeing the starting main quest(liberation of Oxbay) and heading out on the trail of Rheims. I always seem to have the hut on the beach, the pink stoned square fort on the left, and that cannon ontop of the high pointy rock? I shouldnt be seeing this right? not that i mind or anything <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<!--quoteo(post=167887:date=Oct 17 2006, 11:47 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Oct 17 2006, 11:47 AM) [snapback]167887[/snapback]</div><div class='quotemain'><!--quotec-->

I'm no modeler, but FAIK the stock locationmodels load different textures according to the time of the day. That doesn't work for the buildingset cause its buildings are being treated as itemmodels, like swords. That was the only way to give the player the opportunity to build wherever HE wants.

Though IF someone were able to make buildingmodels with nighttextures I could change the code so that dark models would be used at night.
<!--QuoteEnd--></div><!--QuoteEEnd-->

yes i keep forgetting all those buildings are actualy weapons - its a very good illusion <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> ok well its worth pondering on - as you say it may be possible to create weapon/building models that are dark and switch at night. thanks.
 
I have an idea, which COULD improve the buildingset a little bit, (this is not to complain!) i think it is a shame you can`t do something with the stronghold. maybe you could put the character where the stronghold is attached to in front of it, and give him a dialog which should teleport you to the inside of (for example) fort model 3, the courtyard, there you could place soldiers, and maybe even set a blacksmith there.
 
looks cool idea but would't that locatoin be a little to big <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=167886:date=Oct 17 2006, 12:36 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Oct 17 2006, 12:36 PM) [snapback]167886[/snapback]</div><div class='quotemain'><!--quotec-->
Well, when I wrote that the code was in dialogs\b_workshop.c . It is not there anymore, though. Wasn't it you who moved it, maybe to the "leave Oxbay" quest??
Removing the port buildings completely right from the start would save us all the trouble with the "earthquake".
<!--QuoteEnd--></div><!--QuoteEEnd-->I had to change something in the code, because the original code you wrote interfered with a later added mod: Screwface made random characters walk around ports as well. If you would talk about the earthquake now, instead of removing all buildings, some random characters were killed instead. So what I did was to add the following code into quests_reaction.c:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->case "Story_MapLoadAfterleavingOxbay":

    // PB: Move this here, so the buildings are gone only AFTER you entered the map sailing mode
    port = &Locations[FindLocation("Oxbay_port")];    // ccc Feb06
    if(CheckAttribute(port,"building") ) DeleteAttribute(port,"building");    // ccc Feb06<!--c2--></div><!--ec2-->The result is that the buildings will be removed from the location the first time you enter the worldmap from 3D sailing mode near Oxbay. This will always happen, no matter if you talk to the shack owner about the earthquake. So after seeing the buildings the first time, they'll be gone the second time.

<!--quoteo(post=167929:date=Oct 17 2006, 06:52 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 17 2006, 06:52 PM) [snapback]167929[/snapback]</div><div class='quotemain'><!--quotec-->
So what triggers it in your game? I haven't met anyone who talked to me about an earthquake in any of the modded games i've played so far(i might have missed them though). And i've got as far, since playing with mods, as completeing the starting main quest(liberation of Oxbay) and heading out on the trail of Rheims. I always seem to have the hut on the beach, the pink stoned square fort on the left, and that cannon ontop of the high pointy rock? I shouldnt be seeing this right? not that i mind or anything <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->See above. In my game the buildings are removed the first time you enter worldmap sailingmode from Oxbay. I tested this yesterday and it still works. If I leave Oxbay after the tutorial, go to the worldmap, wait until the invasion movie plays, then go back to Oxbay, the buildings are gone. Also: When I start at a different island (Douwesen in my test), when I sail to Oxbay, enter 3D sailing mode, then go to map sailing mode, then go to visit Oxbay town, the buildings are gone as well. Also: The invasion movie only played after I went from 3D sailing mode to map sailing mode near Oxbay. The movie did not play when leaving Douwesen to the worldmap.

The person to talk to you about the earthquake is the shack owner in Oxbay port. He explains about the BuildingSet. If you ask him what happened to Oxbay port, he'll explain as well. If you keep talking to him, eventually the player will mention something about an earthquake. This was originally the trigger for the buildings being removed. However, I changed that so that it <i>always</i> happens instead.

<b>Player:</b> "What the hell happened to this beautiful location? Who spoiled the view by squeezing all these odd buildings into the port?"
<b>Shack owner:</b> "The biggest real estate tycoon in town, Donald Dump, has recently made a fortune with his developement projects in the suburbs of Oxbay and Greenford. And to promote his reputation he spent some of his profits on additional fortifications for this port, including a resplendent new renaissance gatehouse and a clocktower called 'Dump Tower'. True, much of this modern architecture looks a bit out of place here, but the cannon work well. If you want to see them in action you just have to attack me.. "
<b>Player:</b> "I hate ostentatious real estate tycoons! Especially if they spoil the landscape with those always-the-same-looking prefab suburbs."
Shack owner: "Oh, you should have a fresh look at the rebuilt suburbs now. Quite a change from the usual locations. And instead of griping about the real estate boom you could join it, develop your own settlements and cash in the various profits from rents, taxes and the goods that your farms and workshops produce. Yes, now you can erect your very own buildings, whereever you want. All you need is an officer, planks and money. Read all about it in the Building Kit readmefile in the Buildinfo folder!"
<b>Player:</b> "Swell, but are those modern prefab buildings really sound? There are often earthquakes on these islands. Speaking of quakes, do you feel this faint rumbling under our our feet? Getting stronger and stronger.."
<b>Shack owner:</b> "DARN! That's really an earthquake!! But don't worry. Those new buildings are sound enough. They won't collapse. *To himself:* They won't collapse. *Starts mumbling to himself*"
<b>Player:</b> "Somehow you don't seem very confident about those buildings being strong enough. I wouldn't be surprised if they were ruins next time I come here!"
 
Actualy i did have that conversation at some point - it made me laugh <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> I think that was the first time i had seen the new buildings in Oxbay port - so it would have been after build 12.1(full)? Still in beta5 i dont get that conversation - and i still have the buildings around when i re-visit oxbay - and its been like that for me the last few betas we've ben testing - i thought it was normal, i'd certainly have noticed them disapeering!

Still in your game it all works so its very confusing - i think we need more rum! <img src="style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" /> ......or maybe just crying? <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
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