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How to find out the requirements for quests?

Fluen

Freebooter
I apologize if my question has been asked a thousand times before. But I'm not a mod.

However I have been editing minor details in the dialogues texts themselves. And during this I realized how many quests I haven't had the chance to play (searching for Milon Blanques' son, carrying out the smuggling trade going on between Thomas O'Reily (the English merchant) and the Arnaud Matton (the French merchants) and saving/capturing Arnaud's daughter and working for him.

Is there a way to provoke the program to start these quests? Or a place where I can look up what requirements Nathaniel must meet (certain abilities, ships and so on) to initiate these quests?

I'd be very grateful for any help.

Besides, I would like to download build 12 but for some reason I can't find a working link today.
 
You might want to check buildinfo\Quests Added.txt, PROGRAM\Characters\characters_init.c and PROGRAM\QUESTS\quests_reaction.c. Build 12 is available from <a href="http://www.s31clan.com/privateftps/pietersmods" target="_blank">my site</a> (bottom of the Build 13 downloads page) and the <a href="http://mods.moddb.com/9269/potc-build-mod" target="_blank">ModDB Profile</a>. Is there any specific reason why you are looking for Build 12 rather than Build 13?
 
Thank you. I'll try the links and look into the mentioned files. So far I have only looked at the two versions of the dialogues (the texts and the file containing the if-then-functions - I was only confused by the latter).

I go for the build 12 pack because I don't have internet access at home and have to download the package to my USB-key, which can only contain about 200 megabytes. The newer packs are way too big for me to download. And if the build 12 fixes most bugs in the quests I might get acces to the quests I haven't found (even if the Nigel Blythe dissappearing at Conceicao hasn't been fixed).
 
no, that's been fixed, although it may not look like it at first. he's rather easily overlooked.
 
<!--quoteo(post=216778:date=Oct 6 2007, 12:00 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Oct 6 2007, 12:00 PM) [snapback]216778[/snapback]</div><div class='quotemain'><!--quotec-->no, that's been fixed, although it may not look like it at first. he's rather easily overlooked.<!--QuoteEnd--></div><!--QuoteEEnd-->


*Pricks ears* Please tell me. Has build 12 fixed it? If yes, where can I find Nigel? And must I do something to find him?
 
you'll find him in the tavern, where's he's supposed to be. i never managed to finish the quest entirely though. turns out i'd missed an event, but i would have encountered it after a while anyway.

note: it might be fixed in build 13 and not build 12.1. all i know that it was fixed at some point.
 
gonna find out soon. just arrived at khael roa, so i'll be testing it out shortly.
 
Fluen???
Mesterhakker Fluen? <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=216971:date=Oct 7 2007, 06:43 PM:name=PeterWillemoes)--><div class='quotetop'>QUOTE(PeterWillemoes @ Oct 7 2007, 06:43 PM) [snapback]216971[/snapback]</div><div class='quotemain'><!--quotec-->Fluen???
Mesterhakker Fluen? <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

Nej, det tror jeg ikke. (No, I don't think so.)

Jeg er Tomb Raider-hobby-bygger-Fluen. (I'm the Tomb Raider-hobby-mod-fly.) (My name means "the fly" in Danish - because I'm as annoying as the bug when I bug everybody with questions. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> )

And another bugging question: I have enjoyed myself with build 12. It's like a whole new game. <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> I took a look a the list over modifications you people have made and I'm impressed. WOW!

But one confuses me. At the list over modifications for build 12 pressing F12 should cause "alien abductions and probings". The further explanation is "just wanted to make sure you are paying attention" and the use "Press F12 - I dare you".

I don't understand a thing of that. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> Does it mean the number of people in the towns are reduced to the original setting? Or just reduced as if hard times hit the town and prices go up in the store? Or something third?

I have pressed F12 several times to see what happened and don't know if pressing it twice cancels the function or what because I didn't sense any greater changes (mayby I just don't pay enough attention). What have I actually done?
 
i noticed that too. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> apparantly it's a debugging function. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
LOL. The "alien abductions" thing in the ReadMe is just a joke of Sir Christopher Mings' who made the ReadMe. In reality the F12 button runs the code in console.c's ExecuteConsole() function. Modders can put any code in here that they want and execute it ingame with the pressing of a button. This is very useful. I frequently use it to give myself a new ship or item, set my character's skills to maximum or to teleport to the next location for a quest (saves me the trouble of sailing all the way there). But there are no alien abductions nor does it have any gameplay effect unless you add any gameplay-changing code in that function. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Aha! Thank you. Then I'll just enjoy my "new" game in stead of wondering my head off. <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
Yes. I recommend you keep your head. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
unless i steal it. would look nice above the door. <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />

well, at least i finally know what it was all about. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
<!--quoteo(post=217235:date=Oct 9 2007, 05:52 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Oct 9 2007, 05:52 PM) [snapback]217235[/snapback]</div><div class='quotemain'><!--quotec-->unless i steal it. would look nice above the door. <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

Blow me down! Can I have a wooden replacement? A peg-leg-head? <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />
 
wouldn't that be a conehead? <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />
 
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