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//Levis: Change the Nevis blacksmith to gunsmith -->
Characters[GetCharacterIndex("QC_blacksmith")].Dialog.Filename = "Gunsmith_dialog.c";
Characters[GetCharacterIndex("QC_blacksmith")].Dialog.Filename.Groupdialog = "Gunsmith_fetch.c";
aref store; makearef(store, Stores[PIRATES_STORE]);
DeleteAttribute(store,"blacksmith");
store.gunsmith = "Arne Saknussem";
//Levis: Change the Nevis blacksmith to gunsmith <--
// JRH&Levis: Change the Nevis blacksmith to gunsmith -->
Locations[FindLocation("QC_town_exit")].reload.l6.go = "QC_Gunsmith";
Locations[FindLocation("QC_blacksmith")].id.label = "Pirate Gun- and Blacksmith";
Locations[FindLocation("QC_blacksmith")].id = "QC_Gunsmith";
Characters[GetCharacterIndex("QC_blacksmith")].Location = "QC_Gunsmith";
// Modify the Fast Travel icon
aref curTable;
makearef(curTable,objFastReloadTable.table.QC);
curTable.l6.pic = FRP_GUNBLACKSMITH;
curTable.l6.tex = FRT_GUNBLACKSMITH;
curTable.l6.note = FRN_GUNBLACKSMITH;
curTable.l6.location = "QC_Gunsmith";
// Give him the alternate dialog
Characters[GetCharacterIndex("QC_blacksmith")].Dialog.Filename = "Gunsmith_dialog.c";
// And enable the correct fetch quests
Characters[GetCharacterIndex("QC_blacksmith")].Dialog.Filename.Groupdialog = "Gunsmith_fetch.c";
aref store; makearef(store, Stores[PIRATES_STORE]);
DeleteAttribute(store,"blacksmith");
store.gunsmith = "Arne Saknussem";
// JRH&Levis: Change the Nevis blacksmith to gunsmith <--
Easy to miss. It only changes at the time when you join the pirates (as a bonus to pirate players).Hmm I missed the Nevis one, thanks Pieter.
Locations[n].reload.l6.name = "reload4";
Locations[n].reload.l6.go = "QC_blacksmith";
Locations[n].reload.l6.emerge = "reload1";
Locations[n].reload.l6.close_for_night = 1;
Cool, thanks! Now that it has much more gameplay use, that should help to make players more aware that it exists.Ok I'll take the Opium Dens on.
No, I don't find those line in there.On a related subject, is it right that this section of code is in your GoldBug QuestsLocations.c file?
Really? I see it here:No, I don't find those line in there.
//--------------------------------------------------------------------------
Locations[n].filespath.models = "locations\Outside\Jungle_QC";
Locations[n].id = "Legrands_backyard";
locations[n].id.label = "Legrands backyard";
Locations[n].image = "GB_Legrands_backyard.tga";
//Town sack
Locations[n].townsack = "Quebradas Costillas"; // KK
[...]
Locations[n].reload.l5.name = "Reload3_back";
Locations[n].reload.l5.go = "Fort_Moultrie_exit";
Locations[n].reload.l5.emerge = "reload1";
Locations[n].reload.l5.autoreload = "1";
Locations[n].reload.l5.label = "Jungle.";
Locations[n].locators_radius.reload.Reload3_back = 2.0;
Locations[n].reload.l6.name = "reload4";
Locations[n].reload.l6.go = "QC_blacksmith";
Locations[n].reload.l6.emerge = "reload1";
Locations[n].reload.l6.close_for_night = 1;
Locations[n].locators_radius.randitem.randitem1 = 0.01;
Locations[n].items.randitem1 = "pirate_house";
I tried to replace those lines. It gives me this runtime error. Have I done it wrong?HA! In PROGRAM\QUESTS\quests_common.c find:
Actually, you did it perfectly right. The only differences with my own version are some minor things with indentation.I tried to replace those lines. It gives me this runtime error. Have I done it wrong?
Sea is, of course, the best place to be.I have no idea if anywhere is missing any fast locations, I think I spend too much time at sea to ever really notice.
Looking at the code, that reload may actually have worked in your storyline to teleport the player to Nevis!I found it now. Something went wrong with the search function.
Those lines have absolutely no meaning as there is no blacksmith in Legrands backyard.
Just never deleted.
No because the player can't get to the original reload4 as Legrands backyard is all off-pist.Looking at the code, that reload may actually have worked in your storyline to teleport the player to Nevis!
I'll remove it for the next update.