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Need Help Updating the Russian Translation

In the first cave, where the axe is located, the texture of the stone is slightly cut off.
 

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After talking to Caroline, the bandits were already waiting for me. It's probably better to disable them in this location during the quest.
 

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The monkey extinguished the torches, but for some reason the light from them remained.
 

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In the middle shaft, the textures of the torch are also missing.
 

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In the middle shaft, the textures of the torch are also missing.
They all now have texture.

The monkey extinguished the torches, but for some reason the light from them remained.
Not sure if I can fix that - I'll take a look soon.

I made some new loading pictures in the last update + one the other day. Now I have remade the corresponding russian ones too.
 
The monkey extinguished the torches, but for some reason the light from them remained.
I checked where it could be done:
Textures - no. Locators - no. Anything in the lighting folder - no. There's a gm.file in the mine folder: "mine_flame" but it's not used. So I couldn't fix it.

After talking to Caroline, the bandits were already waiting for me. It's probably better to disable them in this location during the quest.
I did that for this situation. On again for later visits.

Then I have improved 3 things at the Vane visit:

Another and larger checkpoint for better Vane dialog start.
Set time to daytime (not morning) as it looks so much better.
When leaving with the tartane a short dialog comes first. The teleportation was a little too abrupt. (nothing new to translate)
 
If I remember correctly, @BathtubPirate had to deal with a similar issue in the cave on Aruba in his "Devlin Opera" rewrite. So there are two models, complete with locator and lighting files, in "RESOURCE\MODELS\Locations\Inside\CavernMedium2". "cavernMedium2" is the normal version with all the torchlight. "cavernMedium2_torchless" is the one with no light. He never got round to uploading the storyline code for the chapter about Aruba so I don't know what he did with those models. But at a guess, some storyline code would set the location to switch model, then do a quest reload.

In any case, perhaps something of the sort would work for when the monkey extinguishes the torches?
 
But at a guess, some storyline code would set the location to switch model, then do a quest reload.
That was my plan if it would have been in the textures or locators.

About the improvements: when Charles tells me to take a look around, I can't actually look around - my character is stuck standing still.
Well in your video Pyle does pretty good looking around. Maybe I got an idea ...
 
Ok, I made Pyle look around and sigh. When he turns back to Vane the dialog now starts by itself.
Also Vane now has got greetings (voice) added to all his phrases.
 
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