<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> there mates.
I've just been having a look at the latest Mod Pack Update and it would seem that there are a number of new character models introduced with the update that I was unaware of when coding the new officers. This means that using the New Officers mod will overwrite these new update characters. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid="
" border="0" alt="modding.gif" />
When I get a chance I'll rewrite the mod. <img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />
This highlights the need for everyone who intends to introduce new character models to make their intentions known by referring to the thread, re: Facemaker.c list of new officer characters, <a href="http://forum.piratesahoy.net/index.php?showtopic=4441" target="_blank">http://forum.piratesahoy.net/index.php?showtopic=4441</a> , and listing the character id numbers they need there. This will save a lot of time and effort for people who are concurrently developing new character models. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid="
" border="0" alt="me.gif" /> <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid="
" border="0" alt="yes.gif" />
Cheers mates <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid="
" border="0" alt="par-ty.gif" />
P.S. Pieter, I'll need to rewrite it because the model.FaceId numbers for the particular characters listed in PROGRAM/Models/initModels C File need to match up to (have the same number) their related TX Files in RESOURCE/Textures/Interfaces/Portraits
I've just been having a look at the latest Mod Pack Update and it would seem that there are a number of new character models introduced with the update that I was unaware of when coding the new officers. This means that using the New Officers mod will overwrite these new update characters. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid="

When I get a chance I'll rewrite the mod. <img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />
This highlights the need for everyone who intends to introduce new character models to make their intentions known by referring to the thread, re: Facemaker.c list of new officer characters, <a href="http://forum.piratesahoy.net/index.php?showtopic=4441" target="_blank">http://forum.piratesahoy.net/index.php?showtopic=4441</a> , and listing the character id numbers they need there. This will save a lot of time and effort for people who are concurrently developing new character models. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid="


Cheers mates <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid="

P.S. Pieter, I'll need to rewrite it because the model.FaceId numbers for the particular characters listed in PROGRAM/Models/initModels C File need to match up to (have the same number) their related TX Files in RESOURCE/Textures/Interfaces/Portraits