• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

The House of Mateus Santos Redux

SirChristopherMings

Corrupter of Words
Storm Modder
<img src="http://www.pix8.net/pro/pic/332ZK34H/884418.jpg" border="0" alt="IPB Image" />

I am the greatest director in the history of film, Siegfried Von Roysenstein, and yes, I do always have a lugger stuck in my ear! Long have I seen this work, The House of Mateus Santos, and wondered, why does this man with a great deal of money walk about barefoot, and living in a dark and dingy hotel room?
Why is it called the "House" of Mateus Santos when there is only one room? Why do I keep seeing the same character models being used over and over again? Who wrote the dialog for this? To paraphrase Couch Captain Charles, "If you don't like the way something is – change it.", and that is just what I have done. I hired new actors for the Quebrada Costillas Theatre Guild, I acquired the services of the best set construction company, and employed the finest writers to tweak the dialogs and Quest Journal. What has been created will, hopefully, improve an aspect of the game that I have always felt could have been much better than what was provided in the original game.
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
Prompted by Skull's request to retexture a few models with the Sea Dogs "Beltrop" texture, I came up with a model that I thought might make a good replacement for the model used for Mateus Santos in the original game. When I accomplished this, I was inspired to try my hand at changing a few other things, and the end result of my efforts is now on the FTP and ready for download. You can find it in a file labeled, House of Mateus Santos Post Build 12 base version. The files on the FTP have been set up for a "Post Build 12 Base Version", but I am planning on setting up files that will be compatible for both the "Modpack", and Build 12.1. I would like to invite anyone who is interested in testing these files to do so, and if you could provide some feedback on whether or not this would be a worthwhile addition to the game it would be very much appreciated. It occurred to me that this might give people something to do while we're all waiting for Age of Pirates to finally show up. <img src="style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />

This Mod is dedicated in its entirety to Pieter Boelen, <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> I think everyone at PA can easily understand why I would want to dedicate this work to him, but I would like to offer this tribute for all the effort and care he provides to the PA Community. I also want to thank Couch Captain Charles for granting me permission to use the Borgia Blade in this Mod, and also for creating it in the first place. In turn, I would like to grant permission in advance to anyone who would like to make any changes to what I have done, or alter it with an eye towards improving it. I was going for a kind of "Count of Monte Cristo" on crack theme, but I would be willing to make changes if I get inspired by someone else's resulting ideas.

Currently, this Mod adds new character models, scenes, dialog files, items, and I've also altered the ending a bit. I'd prefer it if only people who have familiarity with the game files try this out, and folks with less familiarity wait until it gets included in a Modpack release. If you follow the readme that I've prepared you shouldn't encounter any problems, but I'm always uncertain of whether or not anyone actually reads the readme's. To ride the House of Mateus Santos Ride you have to be at least Level 5, and you have to start a new game, so change the Build Settings H file accordingly. I have completed the quest at level five, but for testing I'd recommend at least level 10, and I still got killed at level 30, on more than one occasion. If you use Survival Mode you will find that, if you get killed, you will unfortunately find yourself unable to leave the hotel room when you regain consciousness. Sorry.

Known Bugs:
During testing I encountered the following;

1. Windows in the "Study" (You'll find out…) will black out in early morning and early evening, I'm still not sure why. For best effect do your "hits" at night like a good assassin would.

2. Vice City will often add people to scenes whether I want them there or not. This is not necessarily a bad thing, but you might find your self facing as many as five opponents where I had planned that you would only encounter one.

3. If you attack "good" characters involved in the quest, especially towards the end of the quest, you may not be able to complete the quest because the "good" people will be afraid of you. A good assassin should always use discretion….

4. Some of you may notice that I turned off the timer for the third through the fifth "hits". This is because I adjusted the timer in the quest for the extra distance you have to travel in the Post Build 12.1 Base Version, and I also edited Santos' dialog so that he provided you with three months rather than one to complete your task. However, I kept running into a glitch where three months would pass before I could leave Santos' abode, so I just blocked the timer out of sheer frustration. I don't think that anyone will complain too loudly about this, but if someone can figure out why I was getting that result, I'll be glad to effect a change in the coding. Is the calendar stable in this version of the game? <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

These are all the things that didn't turn out the way I planned on them turning out. If anyone encounters any new bugs caused by my modification please let me know and I'll try to fix them. The testing that I have done has shown me that all of my changes have worked, but I would be interested in learning if the mod interferes with any other aspects of the game that I haven't encountered as of yet.

I really hope you enjoy what I have done, I certainly had an enjoyable time putting it all together. Fair Winds, mateys! <img src="style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" />
 
The FTP is back up and the "Post Build 12 Base Version" files are on it and available for testing. The file is enitiled, "House of Mateus Santos Post Build 12 base version", and I hope you enjoy it! <img src="style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />

I included a zipped version of the files, so people can simply extract the files, but I would still highly recommend making a back up copy of all of the files that this mod replaces before doing so, and a list of all of the files that are replaced is in the README that I've included in the files. Also, you need to start a new game to try this.

I'll be setting up a Build 12.1 version as well, and I'll let you know when I get it onto the FTP.

<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />

So I assume that you are saying that this version "does not" work if you have the latest Post build 12 mods installed?
 
<!--quoteo(post=150949:date=Jun 12 2006, 02:46 PM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ Jun 12 2006, 02:46 PM) [snapback]150949[/snapback]</div><div class='quotemain'><!--quotec-->
<img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />

So I assume that you are saying that this version "does not" work if you have the latest Post build 12 mods installed?
<!--QuoteEnd--></div><!--QuoteEEnd-->

Actually LJS, it probably would work, but installing it might overwrite a current feature from the ModPack, and then that feature wouldn't work. Fear not, Pieter has a copy the files, and he mentioned that he would try to get it into the Modpack eventually. It sounds like he currently has a lot on his plate, so eventually is good enough for me. (Especially as I kept leaving files out when I sent it to him. <img src="style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" /> ) I was thinking that I could set up a ModPack compatible version, but the ModPack keeps getting updated on me. <img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />

The files are available if anyone wants to manually install the edits, but I know that not everyone is comfortable playing around with the files. Also remember, you have to be at at least level 5 before the quest will start. <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />
 
The files are currently not compatible with the latest modpack. Using WinMerge, you can add it in properly though. In a couple of days, I will upload a verson that is compatible with the latest modpack.

Only bugfixes will be added to the current modpack, so it won't change much anymore. This mod will be added by efault to Build 13.1, but not to Build 13. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

The next 1,5 weeks, I'll be pretty busy with Basic Safety training and MarCom, but after that, I will get working on all things PotC. I hope to do some little things before that though.
 
I've added a Build 12.1 compatible version onto the FTP, for anyone who wants to try it out. <img src="style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" />

I'm holding off on posting pictures because I'd like the first people who test this to be surprised, but I'll post some screenshots eventually. <img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />

Off to the Douwesan Waterfall.... <img src="style_emoticons/<#EMO_DIR#>/beer2.gif" style="vertical-align:middle" emoid=":beer" border="0" alt="beer2.gif" />
 
1,5 weeks, then I have all the time to test it. I'm looking forward to it and I'll add it to Build 13.1. Unless it is so bad and/or buggy that I shouldn't. But that won't be the case. <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />
 
replaced everthing, but i cant start a new game, the interface doesnt show the different characters to chose from, only nathiel jyou can choose, and if you do that, the game crashes. i am using the "for" latest (bad english iknow) modpack version.
 
Thomas the Terror,

Yeah, I didn't set up a Modpack compatible version. did you just paste my files from the Post Build Base Version over the current ones you have? I'm sure there have been a lot of changes between the Post Build Base Version release and the current Modpack. The files that I have set up are meant for unmodded versions of Build 12.1, and the Post Build Base Versions of the game.

Thanks for trying, and one thing you could do is follow Pieter's suggestion and use Winmerge to identify the differences between my files and the ones in the Modpack and manually make the changes. In spite of Pieter's frequent suggestions, I haven't tried using Winmerge as yet, and I can't give any suggestions about how to use it. One other thing, I tried to identify in the files where I could, any changes I made with //SCM, so you could replace the sections of the files with my edits, rather than the whole file. That, and add the new files that I created. The changes that I made were in fairly discrete sections of the files and shouldn't really interfere with any other aspects of the game. The main thing that I was watching out for was how, in the original game, some of the quests could interfere with other quests and keep you from completing them. I've managed to get it working in three versions of the game, Build 12, Build 12.1, and the Post Build Base version, and if I can do it, then anyone should be able to.

Either way, the Modpack version will be available fairly soon, thank you again Pieter <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> , and that will make it available with a download.

Another reason I started working on this was that I've had an idea for a side quest, but wanted to gain more knowledge about the files before I started trying to make it. I want to make sure that this project is set up and working, and then I may try my hand at setting up the new quest. For the record, it took me about three months, with testing, to make all the changes, and this is for an already existing quest, so don't hold your breath on seeing this any time soon.

<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><!--sizeo:7--><span style="font-size:36pt;line-height:100%"><!--/sizeo-->Possible Spoiler<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->



One thing that I was contemplating trying, but decided was beyond my abilities, was to create an option where you could hire Amerigo Vieira as an officer, and still complete the quest with Santos. (Just not tell Santos that you didn't kill him.) Unfortunately, Vieira is still an "either or" in the quest, and you have to kill him to get to the "ultimate" end of the quest. He does look like he'd be a pretty good officer though. If someone can figure out how to make that an option, I'll be glad to add it. <img src="style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" />
 
<!--quoteo(post=151092:date=Jun 14 2006, 10:14 PM:name=SirChristopherMings)--><div class='quotetop'>QUOTE(SirChristopherMings @ Jun 14 2006, 10:14 PM) [snapback]151092[/snapback]</div><div class='quotemain'><!--quotec-->
One thing that I was contemplating trying, but decided was beyond my abilities, was to create an option where you could hire Amerigo Vieira as an officer, and still complete the quest with Santos. (Just not tell Santos that you didn't kill him.) Unfortunately, Vieira is still an "either or" in the quest, and you have to kill him to get to the "ultimate" end of the quest. He does look like he'd be a pretty good officer though. If someone can figure out how to make that an option, I'll be glad to add it. <img src="style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
That sounds pretty nice. I suppose there is some code somewhere that checks "if Amerigo Vieira is dead, then the quest continues". If you find that code, you could try to change that into "is Amerigo Vieira is dead or hired as officer, then the quest continues". You can add a quest flag to the hiring dialog option for Mr. Vieira, then have the quest continue as well if that quest flag is true.

When I have time, I'll play the quest, look at the code and figure out how this would be possible. I think it can be done. And I think it shouldn't even be that hard. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Ah, here's what I was hoping for; some discussion about the quest itself! <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />

Pieter, I think you're right, effecting this change may not be that complicated. I was looking in questreaction.c, and I'm thinking if you change the option under "Hit_join_Amerigo" by blocking out the "Endquest" instruction, and change the dialog and the Journal entries to reflect this new information, this might achieve an ending where you hire Amerigo and can complete the quest. I'll try it out in the Build 12.1 version I used to set up the files to see if this works or not. <img src="style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" />

The question this brings up, if this does work, is should it be done? One of the things that I've always liked about this quest is that it hits you in your reputation. You go about killing people and watch your reputation slide into the dumper, and frankly, that always hit me pretty hard. True, you can always bring it back up fairly easily, and the quest always provides a way out, if you are getting sick of Santos and killing people; either refuse a new assignment or let the timer run out, but what I recall really enjoying, the first time I played this quest, was wondering where the quest was going. By the time I got to the Amerigo assignment I was starting to wonder how I was going to get myself out of this mess. I think the psychological aspect of this quest has always been pretty good because it asks you how far are you willing to go to see the quest thru to the end? <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

With the changes that I've made to the quest I've tried to make the character of Amerigo Vieira a duelist rather than an assassin; his prowess with a sword sparks Santos' paranoia into having him killed. I was trying to make Vieira more of a kindred spirit to the PC, so that killing him would be of greater consequence, and make a player question what they actually wanted to do. The way I've got the dialog set up now I think killing Vieira is the least attractive option available, but doing so, and living with the consequence, makes for a better story. <img src="style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" />

I also question whether Vieira would be willing to join your crew if you continued working for Santos after he has warned you about what will happen. One other thing, I always imagine that Santos sends spies to follow you and make sure you complete the assignment, or find out if you've had a change of heart about being an assassin, and where defying him by doing this is fun, I think the overall story is better if you have to sacrifice Vieira, in my case for the title of "best swordsman in the archipelago", i.e. personal vanity, even when you feel that it would be wrong to do so. I think it makes a great topic for debate. I'll try to make the change work to see if this is an academic question or a worthwhile one. <img src="style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" />

Well, I must admit you have peaked my curiosity, and intrigued me to respond to this thread....I love the line of thinking you have put into this, because personally I felt exactly that way when playing.....for some reason once I found myself going down the "path of the Dark Side" I hated it. But one wants to see the job done because it is a job, and you gave your "Word" and it may not mean as much today but to me "Honor Is My Blood"

So of course I vowed to "take out" these vermin, and I at least thank the "Great Creators" for at least trying to make these people seem so bad or annoying like Stalin and Hitler themselves and making me feel better about eradicating them. But just like yourself, once I got to <b>Amerigo Vieira</b> I started to question the decision to become an assasin for hire, and started to grow a concience. Wow !!! This is getting Deep

Anyway, after this point I wanted to hire him, and tell <b>Santos</b> to take a flying F . . . into a roll of Donuts......cover in goo. But I had to finish the mission. So I saved and killed him to finish the Quest, but after the end (which was disappointing if not gratifying in killing <b>Santos</b>) I went back and restarted and kept <b>Amerigo Vieira</b> as an officer.

Well if you can change this a bit to allow keeping the good parts and continueing the bad parts....well that be super, especially if we get to take out all the bad guys and set us up as numero uno.

My two cents worth
 
That's what I was hoping for, a discussion on what makes the best story. It turns out it is easier than I first thought to get the result where you can hire Vieira and still finish the mission, in questreaction.c in the Santos quest section if you change the coding as follows;

case "Hit_join_Amerigo":

// dialog exit from Amerigo

EndQuestMovie();

bDisableFastReload = 0;

PChar.quest.Hitman = "hit_amerigo"; //SCM, add this line<---------

LAi_SetPlayerType(PChar);

LAi_SetOfficerType(CharacterFromID("Amerigo Vieira"));

LAi_SetImmortal(CharacterFromID("Amerigo Vieira"), 0);

SetOfficersIndex(PChar, -1, GetCharacterIndex("Amerigo Vieira"));

//END QUEST

//LAi_QuestDelay("Hit_END", 0.0); //SCM, block this line out

//KILL TIMER

Pchar.quest.Hit_timer4.over = "yes";

//Add journal entry

AddQuestRecord("Hitman", "14");

//Give XP

AddPartyExp(pchar, 5000);

break;

and of course, also change the dialog and quest journal to reflect this result, and it can be done. The question remains as to whether it should be changed? <img src="style_emoticons/<#EMO_DIR#>/huhh.gif" style="vertical-align:middle" emoid=":eek:k" border="0" alt="huhh.gif" />

One thing I noticed while I was testing this is that I left out a texture file for Vieira in my files. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> The room is so dark who knew he was standing around in his underwear? <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> I'll get that file and add it to the files on the FTP so he actually looks right if anyone does decide to hire him. <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />
 
I have updated the files on the FTP for both the Build 12.1, and Post Build Base Version, of the modification. The previously missing texture file is in the RESOURCE/Textures/Characters file and is named Piratm.tga.tx, and I updated the README.

I also added a file that has the files you need to set the quest up so you can both hire Amerigo Vieira and still complete the quest wih Santos. Replace the quest_reaction.c , Amerigo Vieira_dialog.h, and quests_text.txt, files with these files to enable this change. One thing to note, doing this not only gives you a good officer, your reputation gets bumped back up a notch. <img src="style_emoticons/<#EMO_DIR#>/dev.gif" style="vertical-align:middle" emoid=":d:" border="0" alt="dev.gif" />

Here is the model I made for Vito Leone:

<img src="http://www.pix8.net/pro/pic/332ZK34H/892776.jpg" border="0" alt="IPB Image" />

Now the Oxbay bartender/ Isla Muelle Shipwright/ Vito Leone old man can take a break from running between the islands.

"'Eres yer rum, milord, and if you'll pardon me I 'ave to run and repair a ship now." <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
Personally, I would like being able to hire a good new officer instead of having to kill him. Would be nice to rewrite the quest some more though, so that if you hire him instead of kill him, Santos will become suspicious and you'll get into more ttrouble.
 
<!--quoteo(post=151337:date=Jun 17 2006, 04:27 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jun 17 2006, 04:27 AM) [snapback]151337[/snapback]</div><div class='quotemain'><!--quotec-->
Personally, I would like being able to hire a good new officer instead of having to kill him. Would be nice to rewrite the quest some more though, so that if you hire him instead of kill him, Santos will become suspicious and you'll get into more ttrouble.
<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" />
It probably wouldn't be too difficult to have a couple of Santos' thugs appear and attack both you and Vieira if you ask Vieira to join your crew. <img src="style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" /> It would be indicative of Santos' paranoia that he sends back-up hitmen to make sure the job is completed. <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" /> That the two back-up thugs never reappear adds to Santos' paranoia, but still allows you to complete the quest. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

Another idea might be a separate mini-quest for Vieira, who's reputation draws aspirant's for the title of "Best Swordsman in the Archipelago" to challenge him, and you stand as his second for a series of duels. I think there has been talk along this line, in the past, of a quest like that. Likewise, Vieira could be killed in a duel and the PC sets about avenging his death. <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" /> (and also acquiring the title of "Best Swordsman... <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> ) Might be fun. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> Maybe this talk will inspire another modder to add further modifications to ... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> this modification. <img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />
 
Yes would add another twist to the already superb story.

Will this eventually get into a modpack (build mod compatible) or will it forever be condemened to be an independant thing.
 
Will be added to Build 13.1, but not to Build 13.

Excellent idea, Sir Christopher Mings. I just don't like the idea of your officer having to die to earn you the title of best swordsman. Maybe the losers of the duels do not need to die?
 
Yea they could just be badly wounded or faint from the massive blood loss but knowing the docs in thayt era they would just whack leeches on em to finish em off.

hum idea for a weapon their you trow leeches at your enemy who slowly get drained of hp.

but anyway back to the topic, duels back then were ussually to the death.

to peiter: Build 13 isnt even out yet, how long must we wait ???
 
Back
Top