I don't know about the others, but here is how you can change your officers' names.
Open up seadogs.c in your program folder and find this line:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Log_SetStringToLog("You see " + findCh.name + " " + findCh.lastname + " Fencing " + findCh.skill.Fencing + " HP "+res +" and now has model " + findCh.model);<!--c2--></div><!--ec2-->
Right above it post this so that it looks like this:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->findCh = GetCharacter(res);
res = findCh.chr_ai.hp;
//findCh.model = "rn_lieut18_1"; // MODEL_CHANGE_FUNCTION
//findch.name = "Tom";
//findch.lastname = "Pullings";
//findch.FaceId =;
//findch.skill.Leadership = "";
//findch.skill.Fencing = "";
//findch.skill.Sailing = "";
//findch.skill.Accuracy = "";
//findch.skill.Cannons = "";
//findch.skill.Grappling = "";
//findch.skill.Repair = "";
//findch.skill.Defence = "";
//findch.skill.Commerce = "";
//findch.skill.Sneak = "";
//findch.skill.freeskill =;
//findch.perks.freepoints =;
Log_SetStringToLog("You see " + findCh.name + " " + findCh.lastname + " Fencing " + findCh.skill.Fencing + " HP "+res );<!--c2--></div><!--ec2-->
The final product should look something like this:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->{
PChar.nation = ENGLAND;
}*/
//Log_SetStringToLog("Set Nation to " + PChar nation);
//DeleteAttribute(PChar, "quest.generate_kill_quest");
//int num = FindNearCharacters(PChar, 1, 1, 90, 0.50, true, false);
// = GetCharacter(num);
int res = LAi_FindNearestVisCharacter(PChar, 20);
ref findCh;
if(res != -1)
{
findCh = GetCharacter(res);
res = findCh.chr_ai.hp;
//findCh.model = "rn_lieut18_1"; // MODEL_CHANGE_FUNCTION
//findch.name = "Tom";
//findch.lastname = "Pullings";
//findch.FaceId =;
//findch.skill.Leadership = "";
//findch.skill.Fencing = "";
//findch.skill.Sailing = "";
//findch.skill.Accuracy = "";
//findch.skill.Cannons = "";
//findch.skill.Grappling = "";
//findch.skill.Repair = "";
//findch.skill.Defence = "";
//findch.skill.Commerce = "";
//findch.skill.Sneak = "";
//findch.skill.freeskill =;
//findch.perks.freepoints =;
Log_SetStringToLog("You see " + findCh.name + " " + findCh.lastname + " Fencing " + findCh.skill.Fencing + " HP "+res );
if(DEBUGINFO) Log_SetStringToLog("Fame (with " + GetNationNameByType(sti(findCh.nation)) + "): " + GetFame(PChar, sti(findCh.nation)) + "; Her TalkP: " + findCh.talkpoints + ", MarP: " + findCh.marpoints + "; (fame is " + makeint(MRCanMarryRatio(PChar, findCh, false)*100) + "%)");
//if(DEBUGINFO) Log_SetStringToLog("If an MR were generated now, her marpoints might be: " + makeint(MRCalcMarpoints(&PChar, sti(findCh.nation))));
/*if(DEBUGINFO)<!--c2--></div><!--ec2-->
That last bit of code was just to help you get your bearings while navigating through the file.
Its pretty simple code, just change all of the features in here this area that you want. So, lets say you've got Rys Bloom, but you'd rather make him into a cool First Lieutenant for your Royal Navy Career, you would change the parts that you want, uncommenting them as you do so. Maybe it would look something like this:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> //findCh.model = "brtlut2_18"; // MODEL_CHANGE_FUNCTION
findch.name = "Lieutenant";
findch.lastname = "Simmons";
//findch.FaceId =;
findch.skill.Leadership = "5";
findch.skill.Fencing = "4";
findch.skill.Sailing = "6";
findch.skill.Accuracy = "4";
findch.skill.Cannons = "4";
findch.skill.Grappling = "3";
findch.skill.Repair = "2";
findch.skill.Defence = "4";
findch.skill.Commerce = "2";
findch.skill.Sneak = "5";
//findch.skill.freeskill =;
//findch.perks.freepoints =;<!--c2--></div><!--ec2-->
See how I've changed his name and his skills, but also uncommented them by deleting the //. Now, open up POTC and look at Rys (or who ever you want, it could be the barkeeper or the banker, it doesn't matter) then press T. It should now say something like "You see Lieutenant Simmons, Fencing skill 4. Now, change locations so that the game reloads all the data (for example if you are in the tavern, go outside, or if you are in the port, go to the town) You should now see that characters new name is Lieutenant Simmons and his skills (or whatever you changed) is now different.
Word of caution, you can change the model this way, however when you talk to them, the dialog box in the top left corner will still show the old model, so I recommend using the tailor mod to change the model.
If you try it and it didn't work, make sure you have started a new game, and make sure you have deleted the // before each thing you want changed.
I'm sorry if this has been hard to understand, I think of it as a fairly confusing task... and since I know nothing about code, its hard for me to explain. If you can figure it out right, though, it works.,,, just be sure to backup your seadogs.c file before you start fooling around with it.
Good luck,
JMV