As for the stock game, the Nigel Blythe quest should work if you go to quest_reaction and in case "Nigel_Adventure_Conc" change sit12 to sit7. He'll then actually be in the tavern and continue the quest, but the quest is still rather unpolished. The others are a bit more complicated, but if you go to the characters folder and look at the files for Isla Muelle and Officers, you may find the entries for Zaid Murro, Clair Larrouse and Vigila Mendes and find out those three are not properly assigned to a location, but have their code in separate "homelocation" lines, if you correct those, they should work too.
Probably. It's quite easy to see in the file both_reaction.
Has anyone tried that part with zaid murro clair larrouse and Mendes Out ?
I changed the Location of larrouse to muelle_tavern but he has the dialogue of Standard gambler and Player freezes after dialogue.
Edit:
I got the Clair Larrouse ( the french Pirate) Quest to Work.
Had to edit Program/ Charakters/ language/ init/ ocficers.c
Go to Clair Larrouse
Ch.location = "none" -> Type in here "muelle_tavern"
Ch.dialog.filename = habitur_dialog is the gamblers dialogue. Correct that with
Clair Larrouse_dialog.c
(The // means the Code cant read it. The devs switched His dialogue so the Quest wouldnt start)
In Program/ Dialogs / Clair Larrouse_dialog.c You have to be > rank 3 that he has Quest Options available in His dialogue.
(If (makeint(pchar.rank) > 3)
Since the Quest involves sailing to oxbay and plundering the gold mines while chasing the english down before they Take the gold trough the Jungle to oxbay i would find it more useful If the Quest condition wouldnt bei Level 3 but the condition that oxbay is freed from the french otherwise this Quest is unlogical.
I am very new to Code and potc modding - can anybody Tell me Just a small condition that recognises If oxbay is freed from france ?
But its a fun Quest and easy to implement. I really Like the Events and setting. Really a Hidden gem.
However the other 2 Charakters i havent yet worked Out how to implement them.
About the windmill_slayer or Corsair s pride. You can implement them into the Game very easy. I replaced the swords that can be found in the Dungeons with them.
Go to Program/ Locations/ init
Douwesen.c
Search for entry "Blade12"
(dragons tongue - the damascus scimitar)
And replace it with "blade23"
(the don quichote windmill Slayer)
Now you can find the windmill Slayer in douwesen Dungeon.
(Enter it through small door on other Side of douwesen shipyard or tavern i think)
The sword is leaning again the Wall in one of the Tunnels.
The Corsairs pride is "blade22"
I replaced the "blade8" (Maltese sword) from conceicao.c
The Blade can be found in a grave in a skeleton Pirates grotto Hidden on the left Side of a beach behind a Cliff on one of the beaches of conceicao.
(Be warned I experienced myself that only certain Blades have a world Object model - Blade 1,8,11,12, 21 and luckiky 23) So Blade 22 would be invisible If you replace one of those Hidden swords with it. However since you exactly know where the Maltese sword is in the small grotto, you could possibly replace this blade8 with another - but remember if it doesnt have a world model it is invisible until you Take it. )
If you wanted you could also replace the Blade11 highland sword in Redmond Dungeon
Or the Blade12 in oxbay dungeon.
(See, in Stock Game Blade 12 wich is dragons tongue appears 2 Times. As windmill Slayer has also been a funtioning world model i suppose either oxbay or douwesen Dungeon would have originally supposed to have the windmill Slayer)
Also there is a Blade 21 (falchion) in oxbay Jungle cave.
If you want to Change the stats of the swords Go to
Program / items / Inititems.c
And Look for entrys Blade 1-23
I tried a rebalance of all the bladed weapons since in my opinion they are quite unbalanced in Stock potc.
Can anybody explain how the values for
Block% - Pierce % and min / max damage are calculated / used exactly in Game ?
My Idea for my little mod would be to classify 6 level of swords qualities.
Each Level has 3 swords wich are differentiaded between a Block focused Blade, a Pierce focused Blade and a Balanced one.
The stats of the sword Levels are Set Like that ( DMG min/max, % of Block and Pierce)
Level 0 10/15 - 10
Level 2 13/20 - 15
Level 4 15/25 - 20
Level 8 18/30 - 25
Level 12 20/35 - 30
Level 15 23/40 - 35
The Block swords has
-5 DMG and -5 Pierce but + 10% Block
The Pierce swords has
-10% Block but + 5 DMG and +5% Pierce
Level. Block. Medium Pierce
0. None. Blade1/10. Blade5
2. Blade4. Blade2/13. Blade7
4. Blade16. Blade8. Blade3
8. Blade6. Blade14/9. Blade12
12. Blade11. Blade15./17 Blade21
15. Blade23. Blade22/19 Blade20
20. None Blade18. None
I know i changed the Level on some Blades because i think they should optically resemble somewhat their stats and intended use as a blocking or fierce weapon.
Also to Match the Item description i edited
Resource/ ini/ Texts/ language/ itemdescribe.txt
Also i noticed that the Main Menu music never fully Plays instead It loops and restarts at about halfway before my Favorite Part with the flute melody has come.
To fix that i got to Program/Interface/ mainmenu.c
The First Line says define mainmenu_time_delay 45
Change the 45 Sec to 170 to hear the full length Themein the Main Menue.
If you search for "setmusic" or "coridor.ogg" you see what File the Code uses for the Main Menu music. You can Change that If needed.
To See or edit the Soundtracks used in the Game Go to
resource/ ini / aliases/ music_alias and there you can add/ Change music titles.
March, main_theme and yoho_instrumental are unused .ogg Tracks with good quality.
The Main music of the title Screen in the Stock Game is acutually coridor.ogg Not main_theme.ogg