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Need Help Updating the Russian Translation

I can do 5) and 6) if you could do 4). I'll make the interface_strings.txt changes.

1: Both are needed. "They are really heavy - one set is enough!" is for something else.
Yes for a small basket with cannonballs, I think.
 
4) Since I don't have a ship, it doesn't show up in the Rys Bloom dialog. Maybe we can do a different dialogue if you don't have a ship?
Easy enough, and it doesn't even involve adding new dialog text because some existing text can easily be reused in case "First time":
Code:
            if (GetCharacterShipID(PChar) != SHIP_NOTUSED_TYPE_NAME)
            {
                d.Text = DLG_TEXT[0] + GetMyAddressForm(NPChar, PChar, ADDR_CIVIL, false, false) + DLG_TEXT[1];
                Link.l1 = DLG_TEXT[2];
                Link.l1.go = "Exit";
                Link.l2 = DLG_TEXT[3] + GetMyName(Pchar) + DLG_TEXT[4];
                Link.l2.go = "node_2";
            }
            else
            {
                d.Text = DLG_TEXT[0] + GetMyAddressForm(NPChar, PChar, ADDR_CIVIL, false, false) + ".";
                Link.l1 = DLG_TEXT[50];
                Link.l1.go = "exit";
            }
If you have a ship, use the original dialog. If not, Rys simply says "Hello, Mister." You reply "Hello. And goodbye! I'm busy."

As well as fixing early "Woodes Rogers", this works for a player who is insane enough to go into town to the shipyard, sell his ship, then go to the port without first buying another. (Or berth his ship, which is how I tested it.)
 

Attachments

  • Rys Bloom_dialog.c
    14.4 KB · Views: 16
Here are my fixes. Also another new location "Tailor alley" added to interface_strings.
 

Attachments

  • small fixes WR quest 26-02-25.7z
    308.7 KB · Views: 17
In a brothel on Nevis, Pyle doesn't sit on benches.
 

Attachments

  • 1772159161840.png
    1772159161840.png
    759.8 KB · Views: 17
  • 1772159173081.png
    1772159173081.png
    775.6 KB · Views: 17
You have presumably decided to try to gamble or drink with one of the characters sitting at a table. Depending on whether your gambling/drinking partner is on "sit1" or "sit3", you will be moved to either "sit11" or "sit2".

In "RESOURCE\Locations\Inside\Largetavern\LT_L.gm", several "sit" locators are in group "candles", including "sit2" and "sit11". That prevents random characters from using them, so you won't have someone sitting on your lap when you're supposed to be talking to Morys Biddulph or Roger Hayes. Quest case "alc" in "quests_common.c" therefore sends you to either "candles\sit2" or "candles\sit11".

@Jack Rackham: the storyline changes "QC_Brothel" to use locator file "LT_l_JRHbr". I'm going to guess that this still has those locators in group "sit", which means case "alc" sends you to a non-existent locator. I'd suggest removing the four permanent table sitters because the general drinking quest may lead to an ending which conflicts with the story, and the general gambling quest may lead to the "Girl Won in a Card Game" quest which could also conflict with the story. Perhaps put the sitters back and change the brothel to use "LT_L.gm" when the story has finished with the brothel.
 
Is it possible to make it turn towards the ship on the locator instead of looking straight ahead?
Sure, I'll try to make Pyle turn to the ship.

@Jack Rackham: the storyline changes "QC_Brothel" to use locator file "LT_l_JRHbr". I'm going to guess that this still has those locators in group "sit", which means case "alc" sends you to a non-existent locator. I'd suggest removing the four permanent table sitters because the general drinking quest may lead to an ending which conflicts with the story, and the general gambling quest may lead to the "Girl Won in a Card Game" quest which could also conflict with the story. Perhaps put the sitters back and change the brothel to use "LT_L.gm" when the story has finished with the brothel.
Thanks, I'll remove the four permanent sitters.
 
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