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Devlin Opera for the 65742th time

That will be fine - just so that there is some explanation for link 4.


There should only be one which looks like a trapdoor because it was specifically added at the same time as the visible trapdoor in the Abbey.


I'm not sure but I think the effects of the steam points are random. A point which gave you HP in your game might not give HP next time, and a steam point which did not give you HP this time might give HP next time.
They are fixed and always poison and give little more than 3 HP points, which is why I highlighted them on the map.
Adding the two extra lines should be enough. You'll see soon enough if you talk to a dead Maltese monk. After he has finished his story, he says:
The bit in red changes depending on whether you are in the Abbey, the undercroft (the place which looks like Port Royale dungeon) or the crypt itself. The first time I talked to a monk, there was just a gap between "crypt" and the full stop. An odd gap like that is a warning to me because it's almost always the sign of something which should have been translated or a preprocessed variable which wasn't filled in. After I added the two lines into "interface_strings.txt", the correct phrase appeared.
I tested it and it worked fine.
Add them, please. "BladeBP2" is a variant of Bartolomeu o Portugues' sword for FreePlay - it's the same sword model and stats as "BladeBP" but the description does not include the part about Charles Baxter because you won't meet him in FreePlay. The machete and whip are used by another FreePlay character, Aveline de Grandpré - check "PROGRAM\Models\initModels.c" and look for model "Aveline" to see if she is included in BNH. You can also check "PROGRAM\ITEMS\initItems.c" to see if those three items are defined.
I added it, but will it work if I don't have the image of the items? I don't know if these images are incorporated.
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Suggestion, professional gunfighter should come before specialist
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I added it, but will it work if I don't have the image of the items? I don't know if these images are incorporated.
"BladeBP2" is exactly the same as "BladeBP" except for the description. It uses the same model and interface picture as the original "BladeBP". As for the machete and whip, first check "initModels.c" to see if Aveline de Grandpré is in there. If so, start a FreePlay and pick her character, then see what weapons you have. Or start a new game as any character and use "console.c" to give yourself "machete" and "pistolwhip".

Suggestion, professional gunfighter should come before specialist
Try this version of "PROGRAM\Characters\perks\perks_init.c". It moves "perkImproveAiming" below "perkGunProfessional" and also makes it require "perkGunProfessional" instead of "perkGunman". So "Expert Marksman" should now appear after "Professional Gunman" and you'll need "Professional Gunman" before you can take "Expert Marksman".

Also, I still think the crypt map should show the trapdoor entrance from the Abbey. Go into the Abbey, find the trapdoor (should be visible on the floor somewhere on the right), drop into the crypt and see if you can figure out where you are. You will, of course, need to fight your way through the monks in the Abbey, which should give you plenty of chances to get the map if you've copied my files from post #817 into place.
 

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  • perks_init.c
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"BladeBP2" is exactly the same as "BladeBP" except for the description. It uses the same model and interface picture as the original "BladeBP". As for the machete and whip, first check "initModels.c" to see if Aveline de Grandpré is in there. If so, start a FreePlay and pick her character, then see what weapons you have. Or start a new game as any character and use "console.c" to give yourself "machete" and "pistolwhip".
There is no Aveline declaration in the initModels.c file, but the whip and machete appeared, BP2 did not appear enbora eu tenho posto a declaração no arquivo ItemsDescribe.txt.
Verifiquei tambem que bladePOA não aparece no inventário pela console.

Try this version of "PROGRAM\Characters\perks\perks_init.c". It moves "perkImproveAiming" below "perkGunProfessional" and also makes it require "perkGunProfessional" instead of "perkGunman". So "Expert Marksman" should now appear after "Professional Gunman" and you'll need "Professional Gunman" before you can take "Expert Marksman".
I made this change in the abilityDescribe.txt file, I just placed the perkImproveAiming declaration after perkGunProfessional.
That makes sense, just 1 different line in the same BNH file.
Also, I still think the crypt map should show the trapdoor entrance from the Abbey. Go into the Abbey, find the trapdoor (should be visible on the floor somewhere on the right), drop into the crypt and see if you can figure out where you are. You will, of course, need to fight your way through the monks in the Abbey, which should give you plenty of chances to get the map if you've copied my files from post #817 into place.
In the last map change I added the trapdoor, didn't you see that on the map?
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A bug that has been occurring in BNH is that it does not display the treasure/cargo/train destination locations on the world map.
I tried to investigate this and found the MAXIMUS_Functions.c file.
When the PChar.treasureloc variable assumes values of "OShore 1" and others, the icon on the map does not appear, so I assumed that these values were not defined and I was able to prove this by comparing the WorldMap_init.c file between NH (which has the definition of these locations) and BNH, which does not have the definition.
I got around the problem by replacing "OShore 1" with "Oxbay_shore_1" and also the others with their respective ones, obviously this is just a rough patch.

The WorldMap_init.c file in NH has about 700 more lines than the same one in BNH.
Do you think that simply replacing this file in BNH could cause catastrophic damage?
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Suggestion.
When the shipyard/tailor/shopkeeper has a mission that requires a product and you already have it, the dialog can be changed. Of course, this dialog and the code below need to be improved, but this is just a starting suggestion.
code fragmente in shipyard.c line 21

switch(Dialog.CurrentNode)
{
//Fetch Quest -->
case "fetch quest":
Preprocessor_Add("gender", GetMyAddressForm(NPChar, PChar, ADDR_GENDER, false, false)); // DeathDaisy
d.Text = DLG_TEXT[1] + NPChar.fetch_quest.amount + " " + XI_ConvertString(Goods[sti(NPChar.fetch_quest.good)].name) + DLG_TEXT[2] + NPChar.fetch_quest.money + DLG_TEXT[3] + NPChar.fetch_quest.expire;
if (GetCargoGoods(PChar, sti(NPChar.fetch_quest.good)) >= sti(NPChar.fetch_quest.amount))
{
Link.l1 = DLG_TEXT[17];
Link.l2.go = "fetch quest complete";
Link.l2 = DLG_TEXT[5];
Link.l2.go = "decline fetch";
}
else
{
Link.l1 = DLG_TEXT[4];
Link.l1.go = "agree fetch";
Link.l2 = DLG_TEXT[5];
Link.l2.go = "decline fetch";
}
break;

Line 19 include in shipyard.h
"Today is your lucky day, I have what you need in the hold of my ship.",



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