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  1. Mere_Mortal

    Cannot Confirm Capturing Governor Side-Quest Captain Crashes the Game

    I actually want to do an install and pretty much start afresh, sometimes there are things that don’t want to work properly and I can’t always be sure if it’s just the way it is or if I broke something. At least with the new files all the companion variables are in place, that was my main concern.
  2. Mere_Mortal

    WIP Unique Ship/Captain Encounters

    That’s what I figured. Therefore, the method I’ve been using so far, that is manipulating the fantoms as they are generated, is probably a good option if it is to be compatible with save games. Having said that, I’m looking at using FindFreeRandomOfficer() to place the characters onto a random...
  3. Mere_Mortal

    Fixed CharacterFromID() crashes with invalid input

    Maybe in general a there isn’t a problem, it’s just that I’m occasionally chucking a non-existent ID at the function. It has been annoying me for a while now but thankfully this stops the crash. I guess the real fix is of course to not use dodgy input in the first place. :wp Using the null...
  4. Mere_Mortal

    Cannot Confirm Capturing Governor Side-Quest Captain Crashes the Game

    Actually no, I haven’t applied 4.1 yet because it seems like it’ll be a pain merging it all. :unsure But... I intend to make a duplicate installation so that I can properly compare things.
  5. Mere_Mortal

    Fixed Player Ship not Displayed in Fast Travel Menu

    Yep, noticed. Then I fiddled with something and made it much, much worse. xD
  6. Mere_Mortal

    WIP Unique Ship/Captain Encounters

    As I said I have a few new characters listed in CommonQuest.c but I cannot seem to be able to load them. This is throwing an error and was causing a CTD (I’ve prevented that, see here)... ref char = CharacterFromID("HectorBarbossa") Does this require a new game or can I reinitialise the list...
  7. Mere_Mortal

    Fixed CharacterFromID() crashes with invalid input

    This function is extremely liable to crashing the game if the input is not correct. [QUESTS\quests.c] ref CharacterFromID(string characterID) { // PB: Error checking --> if(characterID == "") characterID = "Boat1234"; // just some random character to prevent error logs...
  8. Mere_Mortal

    Cannot Confirm Capturing Governor Side-Quest Captain Crashes the Game

    If I take a quest from the governor to destroy a hostile ship, the game crashes immediately after taking the captain as an officer. RUNTIME ERROR - file: sea_ai\AIShip.c; line: 3067 missed attribute: capturedshipdata RUNTIME ERROR - file: sea_ai\AIShip.c; line: 3067 null ap RUNTIME ERROR -...
  9. Mere_Mortal

    Fixed Player Ship not Displayed in Fast Travel Menu

    While on land, the player ship is not being shown in the list of ships for going to deck. This has forced me to either go to another ship first or to port, and then to my ship. Actually, I think it just glitches sometimes. I thought I fixed it with something, then the list was acting a bit...
  10. Mere_Mortal

    Fixed Transfer Crew Interface Error Log

    Yeah, I kinda get how it works... it just seems to be a bit random sometimes and this is definitely one of those times. I dunno, but I’m pretty sure this should work just fine... if(CheckAttribute(refEnemyCharacter,"index") && tempnum2==sti(refEnemyCharacter.index)) continue;//MAXIMUS...
  11. Mere_Mortal

    WIP Unique Ship/Captain Encounters

    Actually, if I can get some code in place for rumour-based encounters then I could pretty much spawn them on a guaranteed basis, which would be great for testing. It’s quite reliable anyway with the pirates, I just had to look for warships and 9/10 times the Black Pearl was with them. :cheeky I...
  12. Mere_Mortal

    Fixed Transfer Crew Interface Error Log

    This seems to be only happening the first time around. Once the crew interface has been loaded then it doesn’t happen again until the game is reloaded. That’s a bit odd, ain’t it? Anyway, I have no idea what that code is for, it looks like something which wasn’t implemented. Either way, I’ve...
  13. Mere_Mortal

    WIP Unique Ship/Captain Encounters

    Well first of all I’d need to look at existing code and get my head around it. I’m thinking about how governors can give orders to attack an enemy which is lurking about the coast, this could probably work as a base for now.
  14. Mere_Mortal

    Fixed Transfer Crew Interface Error Log

    Oh I see, so it just stops short. Yeah, the error is still showing anyway so I guess the problem is that newFriend is simply not defined. Wait, what does that code even do? I’ve commented it for now, the short stutter annoys me and that fixes it.
  15. Mere_Mortal

    WIP Unique Ship/Captain Encounters

    For dialogue-generated encounter I think I’ll leave that for now, best to get something worthwhile in place as a foundation for the time being. Since I have a stable method in place which simply modifies the existing random captain, I guess I’m good to move to the next step and I think that is...
  16. Mere_Mortal

    Fixed Transfer Crew Interface Error Log

    Yes but that’s just it, if the first bit is indeed false then it will error on the second bit because it is checked. Breaking them into two catches will stop that.
  17. Mere_Mortal

    Fixed Transfer Crew Interface Error Log

    I’ve noticed this a few times. if(CheckAttribute(newFriend,"index") && tempnum2==sti(newFriend.index)) continue;//MAXIMUS: companion will not be added What about this instead? if (CheckAttribute(newFriend,"index")) { if (tempnum2 == sti(newFriend.index)) { continue...
  18. Mere_Mortal

    WIP Unique Ship/Captain Encounters

    I’ve actually already done them to a basic extent, I assume CommonQuest.c is the correct place anyhow. Is Fantom_AddFantomCharacter() where I need to be looking to get them into their ships?
  19. Mere_Mortal

    WIP Unique Ship/Captain Encounters

    The main purpose of the define is to allow the unique ships to be toggled at a whim. Really, any ship which has unique defined should be easily checked by the story handlers and prevented from being spawned at all, regardless of that setting. One thing I do have in mind about existing...
  20. Mere_Mortal

    WIP Unique Ship/Captain Encounters

    This is something I’ve thought about. How could this be applied? Suppose the rumour speaks of Jamaica, then can the chance of encounter be increased while within a certain range of the island and a specific time limit? I would prefer that to be honest. Actually, what I’m going to do for now is...
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