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Female Officers

mattjbhs

Landlubber
I heard they exist but I can't find any. I bought the skin for them at the tailor but it doesn't come with a female voice. Is there a file I have to edit to make them appear more often/at all? I found the soundbite for the female officer so I know there must be a way... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
What mod are you currently running? Build 12, or are you running one of my modpack versions as well (see link in sig)? We're trying to get it to work properly, but I'm not 100% sure it already works fine. You can encounter female officers and you can rename your male officers, give them another, female, outfit and, with a bit of luck, the sound-type problem has now also been fixed... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Ya, I downloaded that modpack yesterday. Do I need to download the updates listed under or were those included?
 
The full download was updated 14 July, so you will need to install the "Update from 13 July 2005" on top of the full modpack to have the most recent version. I wished I could include all updates in the full download, but that would mean uploading a 55MB file almost every day, which is a bit of a pain to do... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
Thanks, it worked. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> I'd also like to use this thread to say Thank you for making POTC the best game ever, and thanks to all who contributed. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
 
Uh, it seems like the Vice City Mod doesn't work anymore...I think I searched through the whole build options and everything seems normal, but in the game, no one is trying to sell me stuff/give advice/kill me <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
I don't know what's the matter, but try this. Replace your entire Vice City section (from where it says Vice City through the last VC define, VC_MUMMY_LNAME) with this:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// VICE CITY (done with a lot of help by NK)
//generates lots of friendly and/or hostile people in town
#define TOWN_VCSKIP_DISABLEALL  1      // change to 0 if vags still generated if loc has skip attr.
#define TOWN_ENC_CHANCE      1.0      // chance for anyone to be generated in town during day
#define TOWN_ENC_CHANCE_NIGHT  0.5      // chance, like above, but at night
#define TOWN_BANDIT_CHANCE  0.5      // chance of there being bandits at all. x2 if at night.
#define TOWN_BANDIT_RESPAWN_CH  0.75      // chance for bandits to be spawned again that day.
#define TOWN_BANDIT_ENC_SCALAR  0.25      // bandit probability scaled by this
#define TOWN_BANDIT_RESPAWN_SCL  0.5      // scalar to bandit prob if already bandits gen'd today.
#define TOWN_BANDIT_MAX      0.67      // max bandit probability

#define VAG_MERCH_CHANCE      0.5      // chance that vagabond is merchant in disguise
#define TOWN_OFFSET      -5  // offset to rank for monsters in town, for Create_Officer(). CURRENTLY ALSO USED FOR HOUSE

//All houses have permanent residents now. The friendly ones have lots of options
#define HOUSE_ENC_CHANCE  0.9      // chance to find someone(s) in the house
#define HOUSE_BANDIT_CHANCE  0.4      // chance for that to be bandit(s)
#define HOUSE_FIGHTDISABLE_ALL  0  // change to 1 to disable ALL encounters in houses with fight disabled; 0 leaves vags gen'd there.
#define HOUSE_DISFIGHT_SCL  0.5      // scalar to chance of encounter if fight is disabled. Only used if disableall is false.
#define HOUSE_OLDPEOPLE_REAPPEAR    0.75      // chance for the owner(s) to be in the house. Note that we must have passed enc_chance itself first.
#define HOUSE_OLDPEOPLE_BANDIT  0.35      // if above false, will check for bandit; if OK will spawn bandit.

//Tavernbrawls may take place in barrooms, and travellers appear
#define TAVERN_ENC_CHANCE  0.75      // chance for anyone to be generated in taverns
#define TAVERN_BANDIT_CHANCE  0.0      // chance for the someone(s) to be violent drunkards. Enable this (set to 0.25) only if you are up to some brawling, because this may get you in conflict with the townfolk.
#define TAVERN_ENC_QTY      0.5      // less than all possible characters will be generated if this != 1

// LandEncounters--the original game's random land friends/foes
#define ENC_CHANCE_SCALAR  1.0    // scalar to chance of such encounters as raiders and tavern-officers.

//This lets monkeys and indians appear more realistic
#define VC_MUMMY_NOMONEY  1      // do mummies("indians") get money or not. Set to 1 and mummies get 0 for money.
#define VC_MONKEY_NAME      "a rabid"
#define VC_MONKEY_LNAME      "monkey"
#define VC_MUMMY_NAME      "an Akellani"
#define VC_MUMMY_LNAME      "native"<!--c2--></div><!--ec2-->
 
nm its working now, I went back to a previous save, must've been a glitch in a certain quest. I don't remember exactly what the quest is(possibly the main one) but the problem occured right after I exited the tavern on the pirate island, and some guy approached me and wanted me to pay him for information, I said I would come back later. Thats when the Vice City mod stopped working, so I went back to him but I couldnt talk to him. So I went to the save right before it and payed him and now it works fine
 
Doh! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
Of course that would be why.
At various points, an attribute is set for the pchar called 'vcskip.' That turns off all VC generation.
You can also set it for a location, which will disable VC within that location.
It's used so VC will not screw up quest cutscenes and stuff.
Once that point in the quest is over, the attribute should be deleted.
 
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