• 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!

Two questions here,

yepi

Landlubber
Ok, my first question is if I wanted to start learning how to mod, or fiddle around with the files in POTC, what would be a good place to start, or mostly the question is, how did you guys start it? Where there any tutorials etc?

second question is are all public ftp compatible with the latest build?
 
The only tutorials I have found are here: <a href="http://robotsdontbleed.com/wacko/wakka.php?wakka=POTCwiki" target="_blank">http://robotsdontbleed.com/wacko/wakka.php?wakka=POTCwiki</a>

I have not modded anything except flags, character models and ship stats so not sure what tools are needed, all I have used is convertorTX, photoshop CS2 and notepad.

I have done some modelling for other games, like Oblivion, but not sure what model tool POTC uses (all I have is 3d Max and Blender for 3d modelling).
 
<a href="http://www.piratesahoy.com/forum/index.php?showforum=42" target="_blank">http://www.piratesahoy.com/forum/index.php?showforum=42</a>

have a look through the pinned threads - there are a few modding related ones. Also check out Pieters home page(its linked in his signature - so look for posts by him) as it has a section with various tools you can download. Welcome and good luck in your eforts <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

Ah heres Pieters link:

<a href="http://pieter.piratesahoy.org/" target="_blank">http://pieter.piratesahoy.org/</a> - look under modding tools for some usefull things.
 
<!--quoteo(post=175126:date=Dec 8 2006, 11:39 PM:name=yepi)--><div class='quotetop'>QUOTE(yepi @ Dec 8 2006, 11:39 PM) [snapback]175126[/snapback]</div><div class='quotemain'><!--quotec-->
Ok, my first question is if I wanted to start learning how to mod, or fiddle around with the files in POTC, what would be a good place to start, or mostly the question is, how did you guys start it? Where there any tutorials etc?
<!--QuoteEnd--></div><!--QuoteEEnd-->
I personally started by playing the game, then whenever I encountered something I didn't like, I changed it. At first I mostly changed dialog errors, because these are easily changed in the PROGRAM\DIALOGS folder. Then I started putting mods from other people together. And I'm still doing that. But I now use WinMerge, which is a ruddy useful program for that. Anyway: The best way to start modding is to think of something you would like to do that is not too difficult, then look at the PROGRAM and RESOURCE folders to see how you might be able to do it. And when you have any difficulties, just post here and we'll try to help. That's one of the best things about this community: When in doubt, ask for help and you'll (almost) always get it. <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

<!--quoteo(post=175126:date=Dec 8 2006, 11:39 PM:name=yepi)--><div class='quotetop'>QUOTE(yepi @ Dec 8 2006, 11:39 PM) [snapback]175126[/snapback]</div><div class='quotemain'><!--quotec-->
second question is are all public ftp compatible with the latest build?
<!--QuoteEnd--></div><!--QuoteEEnd-->
No, they're not. At least most of them aren't. Most are already part of Build 13 or the Build 14 Alpha version. The ones that are not included yet are not readily compatible either. They'd have to be made compatible first. If there's something you (or somebody else) would like to do that is not too difficult once you know how to do it: Please try to make some of the ship and character skins on the FTP compatible with the latest Builds so we can add them.
 
Promoting myself <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> :

The Buildingset dialogs are a good place to learn coding. Dialogtext and code are merged, so the context makes it pretty clear what codesection belongs to which dialogoption. There are lots of comments, and blank textslots and "prefab" codesections which you can use for your first trials.

Changes to dialogfiles take effect immediately, so you can change and test them during the running game. And you can't do much harm: the worst thing that can happen is that the dialog doesn't open anymore, and then you can simply restore the original file.
 
Give me a quick tutorial on how to change the rarity of the Armor that appears in the game and how to change it so it appears earlier when you need it the most.

Like the silver and Gold Armor ...not he cheap stuff..that gives you -1 melee

In fact the stuff is barely effective ...so why the penalty anyway ? I'd like to remove it.

I found the stuff in the Items c init file...but cant figure out what all the numbers do..

Yes I am that dopey . I see numbers I turn dislexic ....


<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--><b>//-----------------------------------------------------------------------------------------------
// STANDARD ARMOR: picIndex price bladefrac armor
// armorID | rare | coverage | gunstop | quality
// ItemIndex | picTexture | | minlevel | | bladestop | gunfrac| cmodel|
//---------------|---|---------------|---|---|-----|-----|---|---|---|---|---|----|----|---|-----
n = InitStdArmor(n, "cheaparmor", 7, 14, 0.60, 2, 2000, 50, 20, 90, 15, 67, 15, "1", 3); // Frac values are inverse.
n = InitStdArmor(n, "commonarmor", 7, 6, 0.20, 6, 6000, 67, 40, 80, 25, 50, 30, "2", 6); // Lower is better!
n = InitStdArmor(n, "goldarmor", 7, 5, 0.05, 12, 15000, 75, 75, 60, 40, 40, 50, "3", 9);</b><!--QuoteEnd--></div><!--QuoteEEnd-->


Right place ?
 
Set the bold number lower to make the armor appear at lower character levels.<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->if(!ENABLE_TAILORSMOD || REGULAR_ARMOR_TOO)
{
//-----------------------------------------------------------------------------------------------
// STANDARD ARMOR: picIndex price bladefrac armor
// armorID | rare | coverage | gunstop | quality
// ItemIndex | picTexture | | <b>minlevel</b> | | bladestop | gunfrac| cmodel|
//---------------|---|---------------|---|---|-----|-----|---|---|---|---|---|----|----|---|-----
n = InitStdArmor(n, "cheaparmor", 7, 14, 0.60, <b>2</b>, 2000, 50, 20, 90, 15, 67, 15, "1", 3); // Frac values are inverse.
n = InitStdArmor(n, "commonarmor", 7, 6, 0.20, <b>6</b>, 6000, 67, 40, 50, 25, 50, 30, "2", 6); // Lower is better!
n = InitStdArmor(n, "goldarmor", 7, 5, 0.05, <b>12</b>, 15000, 75, 75, 40, 40, 40, 50, "3", 9);
//-----------------------------------------------------------------------------------------------
}
// scheffnow - tailorsmod <--<!--QuoteEnd--></div><!--QuoteEEnd-->And remove this line:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->if ( id == "cheaparmor" ) armor.skill.fencing = -1; // GreatZen<!--QuoteEnd--></div><!--QuoteEEnd-->After this, start a new game or press F11 to reinitialize your savegame.
 
Where do I find the cheap armor ID ?



OOppps found it down further in the decriptors and such .


Thanks Pieter !

The nuber before the Bold ones are the rarity numbers correct ?


.60-.20-.05 for cheap , silver and gold.
 
The cheap armor ID is "cheaparmor". The line I posted above should be somewhere in initItems.c; just press Ctrl+F to search for it.
 
Back
Top