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If you read the dialog (and questbook) it will tell you NOT to go to Governer's Harbour and if you do my fix I posted in my last post you will see whyThat's where I have been going wrong.
I have been happily going to Govenors Harbour all the time.![]()
Sail to Alice Town but stay away from the caveI still can't work out how to play 3 :mm
Could you give me a clue please![]()
![]()
Good to hear the fix workedSucessfully got myself hung in Govenors Harbour:
Gone through the jungle from Alice Town (avoiding cave ) to plantation. On Getting there Gombo/Jocard appears, and one of the slavers walks up to me and says 'Don't go near the slaves'
I say 'Ok then' and that is all that happens.![]()
So how do I get mugged/bashed by the slavers. No one tries to attack me in the jungle (apart from the normal random muggers )
BTW If you do talk to the slaves having your appearance changed is really neat![]()
characters[GetCharacterIndex("Slaver3")].dialog.currentnode = "knock out";
characters[GetCharacterIndex("Slaver1")].dialog.currentnode = "knock out";
Good to hear the fix worked![]()
Now I gave the currentnode to the wrong slaver![]()
in Case "Slaver_chat_before"
toCode:characters[GetCharacterIndex("Slaver3")].dialog.currentnode = "knock out";
Code:characters[GetCharacterIndex("Slaver1")].dialog.currentnode = "knock out";
As for the slaves that wasn't me as Pieter just posted it was Chromide so congratulations go to him![]()
case "Wrong_Eleuthera2":
pchar.quest.wrong_Eleuthera1.over = "yes"; pchar.quest.right_Eleuthera.over = "yes";
RemoveOfficersIndex(pchar, GetCharacterIndex("Bos'un"));
RemovePassenger(pchar, characterFromID("Bos'un"));
ChangeCharacterAddressGroup(pchar, "EleutheraPlantation", "goto", "goto18");
ChangeCharacterAddressGroup(characterFromID("Bos'un"), "EleutheraPlantation", "goto", "goto18");
ChangeCharacterAddressGroup(characterFromID("Gentleman Jocard"), "EleutheraPlantation", "goto", "goto18");
ChangeCharacterAddressGroup(characterFromID("Slaver1"), "EleutheraPlantation", "goto", "goto17");
ChangeCharacterAddressGroup(characterFromID("Slaver2"), "EleutheraPlantation", "goto", "goto17");
ChangeCharacterAddressGroup(characterFromID("Slaver3"), "EleutheraPlantation", "goto", "goto17");
//LAi_SetActorType(pchar);
LAi_QuestDelay("Slaver_chat_before", 0.0);
break;
case "Slaver_chat_before":
characters[GetCharacterIndex("Slaver3")].dialog.currentnode = "knock out";
LAi_SetActorType(characterfromID("Gentleman Jocard"));
LAi_SetActorType(characterfromID("Bos'un"));
LAi_ActorFollow(characterFromID("Gentleman Jocard"), pchar, "", 100.0);
LAi_ActorFollow(characterFromID("Bos'un"), pchar, "", 100.0);
LAi_SetActorType(characterfromID("Slaver1"));
LAi_SetActorType(characterfromID("Slaver2"));
LAi_SetActorType(characterfromID("Slaver3"));
LAi_ActorFollow(characterFromID("Slaver3"), characterFromID("Slaver3"), "", 100.0);
LAi_ActorFollow(characterFromID("Slaver2"), characterFromID("Slaver3"), "", 100.0);
LAi_ActorDialog(characterFromID("Slaver1"),PChar,"",100.0,100.0);
break;
case "Slaver_knock":
LAi_SetActorType(characterfromID("Gentleman Jocard"));
LAi_SetActorType(characterfromID("Bos'un"));
LAi_SetActorType(characterfromID("Slaver1"));
LAi_SetActorType(characterfromID("Slaver2"));
LAi_SetActorType(characterfromID("Slaver3"));
LAi_group_MoveCharacter(characterFromID("Slaver2"), "SLAVERS1");
LAi_group_MoveCharacter(characterFromID("Slaver3"), "SLAVERS2");
LAi_group_MoveCharacter(characterFromID("Gentleman Jocard"), "PLAYER1");
LAi_group_MoveCharacter(characterFromID("Bos'un"), "PLAYER2");
LAi_group_FightGroups("SLAVERS1", "PLAYER2", true);
LAi_group_FightGroups("SLAVERS2", "PLAYER1", true);
LAi_ActorAttack(CharacterFromID("Slaver1"), PChar, "");
bSuppressResurrection = true;
pchar.KO = "0";
LAi_SetCheckMinHP(characterFromID("Gentleman Jocard"), 0.4*LAi_GetCharacterHP(characterFromID("Gentleman Jocard")), true, "knock1");
LAi_SetCheckMinHP(characterFromID("Bos'un"), 0.4*LAi_GetCharacterHP(characterFromID("Bos'un")), true, "knock2");
LAi_SetHP(characterFromID("Bos'un"), 150, 200);
LAi_SetImmortal(characterFromID("Bos'un"), false);
LAi_SetImmortal(characterFromID("Gentleman Jocard"), false);
LAi_SetImmortal(characterFromID("Slaver1"), true);
LAi_SetImmortal(characterFromID("Slaver2"), true);
LAi_SetImmortal(characterFromID("Slaver3"), true);
//LAi_QuestDelay("Slaver_knock2", 4.0);
break;
Forgot to save my own alterationI did a small a alteration to the code in the previous post:
case "Slaver_chat_before":
characters[GetCharacterIndex("Slaver3")].dialog.currentnode = "knock out";
Slaver3 changed to Slaver1
Great to hear!!! I'll be interested to see if you can manage option 6 when the next patch comes out (or maybe next experimental mods get updated)
Is that all the sidequests done now for you?
Is that all the sidequests done now for you?
![]()
All I have left to do is Jocard main line (actually free the slaves) properly rather than cheating by going through Govenors Harbour as before![]()
So now I am off to fight my way through the cave and tunnels to the tavern. :ixi
Locations[FindLocation("Eleuthera_tavern_upstairs")].reload.l1.disable = false;
I thought that door was always open![]()
I will have to enable it then![]()
Which course did you take at the start of the mission to Plantation or to shipwreck??
Cause it may be a problem to do with doing the Plantation direction![]()
locations[n].id = "Eleuthera_tavern_upstairs";
locations[n].id.label = "Cellar in #stown_name# tavern.";
locations[n].filespath.models = "locations\inside\Cellar_downstairs\";
locations[n].image = "Cellar.tga";
//Town sack
locations[n].townsack = "Eleuthera";
//Sound
locations[n].type = "dungeon";
locations[n].fastreload = "Eleuthera";
//Models
//Always
locations[n].filespath.models = "locations\inside\Cellar_downstairs";
locations[n].models.always.locators = "Cellar_downstairs_locators";
locations[n].models.always.tavern = "Cellar_downstairs";
locations[n].models.always.rays = "Cellar_downstairs_rays";
locations[n].models.always.stuff = "Cellar_downstairs_stuff";
//Day
locations[n].models.day.charactersPatch = "Cellar_downstairs_patch";
//Night
locations[n].models.night.charactersPatch = "Cellar_downstairs_patch";
//Environment
locations[n].environment.weather = "false";
locations[n].environment.sea = "false";
//Reload map
locations[n].reload.l1.name = "reload1_back";
locations[n].reload.l1.go = "Eleuthera_Tavern";
locations[n].reload.l1.emerge = "reload1";
locations[n].reload.l1.autoreload = "0";
locations[n].reload.l1.label = "#stown_name# Tavern";
locations[n].locators_radius.reload.reload1 = 0.8;
That is why I asked if that was the direction he took PieterThe door from the cellar into the tavern is closed, you say?
The location init code doesn't close it... :?
The only place where it's closed is the "blaze_cop_dialog" quest case; could that be the problem?
Thanks mate, good luck![]()
![]()
Superb Quest
I have just managed to complete playing the Jocard quest right through from beginning to end. Without problems![]()
Only 2 very small comments:
On Solvo storyline when you exit Govenors Harbour to go to Plantation you talk to yourself dialogue says I see Nigel Blythe going to head of plantations house.
When knocked out by soldiers in Govenors Harbour tavern you are looked after by tavern servant( loose money etc.as per normal ) you can then leave tavern by cellar or by main door. (Supposed to use cellar as hinted in dialogue but not really clear). If you use main door Gombo does not appear at the plantation, and no indication of how you went wrong. Could a clear hint be put in the quest book. Or the main door locked.![]()