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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.)
 

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Here are my fixes. Also another new location "Tailor alley" added to interface_strings.
 

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  • small fixes WR quest 26-02-25.7z
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In a brothel on Nevis, Pyle doesn't sit on benches.
 

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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.
 
It's a little strange that I'm being chased by brothel guards, and I can walk back out the door. You either need to write a script where Pyle walks out of the door and gets ambushed, or just close the door.
 

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I have to play it again to see in which sequence this happens.
Looking at the pictures it seems to be the (upper) back door to the terrace...?
 
Ok, he can walk back out to the terrace (and in again) but there are no enemies there (at this moment).
I don't see any inconsistency here.

a script where Pyle walks out of the door and gets ambushed
That's exactly what happens the next time Pyle and Caroline go there.
 
If you don't take monk's outfits from Blowhorn, for some reason, monks don't appear on top immediately, but only when you re-enter.
I've attached a save, if necessary.
The monks also don't appear if I walk in the door in front of the store owner. We need to close the door until they get there.
 

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  • -=Test1=- Nevis.7z
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Last edited:
I have fixed the Mistress dialog and the Coastbrothers not showing up. The last one was even worse: even if Pyle had bought new outfits
(but not yet changed clothes) he could sneak up too early to the room upstairs. With no "monks" there.

I have also fixed two other things:
When Blowhorn leaves he walked right through the counter.
Blowhorn leaves.jpg

And the background wasn't covering the black completely. Because we are higher up than normal.
black below the background.jpg
 
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Is it possible to change the name for the other monks? For the leader the translation is correct, but it is not the same for others.
"PROGRAM\Storyline\WoodesRogers\characters\init\TempQuest.c"
Do I need to change these lines starting with // Brother of the Coast 2? And also add this to "RESOURCE\INI\TEXTS\RUSSIAN\characters_names.txt"?
ch.old.name = "Coastbrother"; - ch.old.name = "CoastbrotherM";
ch.name = TranslateString("", "Coastbrother"); - ch.name = TranslateString("", "CoastbrotherM");
 

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Is it possible to change the name for the other monks? For the leader the translation is correct, but it is not the same for others.
What is wrong with the translations for other monks? In "1774616531602.png" I see two words, presumably your translation for "Coastbrother". In "1774616516675.png" I see the same two words with another in front, which I guess to be the translation for "Leading".
 
"Leading Coastbrother" should translate to "Лидер Берегового Братства" - that's right.
The rest of the "Coastbrother" monks should be translated "Береговой Брат".
So I changed the name "Coastbrother" to "CoastbrotherM" for the others so it would translate correctly.
 

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  • 1.7z
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