"BladeBP2" is exactly the same as "BladeBP" except for the description. It uses the same model and interface picture as the original "BladeBP". As for the machete and whip, first check "initModels.c" to see if Aveline de Grandpré is in there. If so, start a FreePlay and pick her character, then see what weapons you have. Or start a new game as any character and use "console.c" to give yourself "machete" and "pistolwhip".
There is no Aveline declaration in the initModels.c file, but the whip and machete appeared, BP2 did not appear enbora eu tenho posto a declaração no arquivo ItemsDescribe.txt.
Verifiquei tambem que bladePOA não aparece no inventário pela console.
Try this version of "PROGRAM\Characters\perks\perks_init.c". It moves "perkImproveAiming" below "perkGunProfessional" and also makes it require "perkGunProfessional" instead of "perkGunman". So "Expert Marksman" should now appear after "Professional Gunman" and you'll need "Professional Gunman" before you can take "Expert Marksman".
I made this change in the abilityDescribe.txt file, I just placed the perkImproveAiming declaration after perkGunProfessional.
That makes sense, just 1 different line in the same BNH file.
Also, I still think the crypt map should show the trapdoor entrance from the Abbey. Go into the Abbey, find the trapdoor (should be visible on the floor somewhere on the right), drop into the crypt and see if you can figure out where you are. You will, of course, need to fight your way through the monks in the Abbey, which should give you plenty of chances to get the map if you've copied my files from
post #817 into place.
In the last map change I added the trapdoor, didn't you see that on the map?
___________________________________________________________________________________________
A bug that has been occurring in BNH is that it does not display the treasure/cargo/train destination locations on the world map.
I tried to investigate this and found the MAXIMUS_Functions.c file.
When the PChar.treasureloc variable assumes values of "OShore 1" and others, the icon on the map does not appear, so I assumed that these values were not defined and I was able to prove this by comparing the WorldMap_init.c file between NH (which has the definition of these locations) and BNH, which does not have the definition.
I got around the problem by replacing "OShore 1" with "Oxbay_shore_1" and also the others with their respective ones, obviously this is just a rough patch.
The WorldMap_init.c file in NH has about 700 more lines than the same one in BNH.
Do you think that simply replacing this file in BNH could cause catastrophic damage?
___________________________________________________________________________________________
Suggestion.
When the shipyard/tailor/shopkeeper has a mission that requires a product and you already have it, the dialog can be changed. Of course, this dialog and the code below need to be improved, but this is just a starting suggestion.
code fragmente in shipyard.c line 21
switch(Dialog.CurrentNode)
{
//Fetch Quest -->
case "fetch quest":
Preprocessor_Add("gender", GetMyAddressForm(NPChar, PChar, ADDR_GENDER, false, false)); // DeathDaisy
d.Text = DLG_TEXT[1] + NPChar.fetch_quest.amount + " " + XI_ConvertString(Goods[sti(NPChar.fetch_quest.good)].name) + DLG_TEXT[2] + NPChar.fetch_quest.money + DLG_TEXT[3] + NPChar.fetch_quest.expire;
if (GetCargoGoods(PChar, sti(NPChar.fetch_quest.good)) >= sti(NPChar.fetch_quest.amount))
{
Link.l1 = DLG_TEXT[17];
Link.l2.go = "fetch quest complete";
Link.l2 = DLG_TEXT[5];
Link.l2.go = "decline fetch";
}
else
{
Link.l1 = DLG_TEXT[4];
Link.l1.go = "agree fetch";
Link.l2 = DLG_TEXT[5];
Link.l2.go = "decline fetch";
}
break;
Line 19 include in shipyard.h
"Today is your lucky day, I have what you need in the hold of my ship.",