There was an error before with the Fast Armed English Merchantman I think, the mercantile clone of the English scout frigate, that was related to rigging textures missing. It might be the same case here, worth to check out at least.
What’s the ship called in the ships_init.c?
I wouldn’t be completely sure about that. I mean, in the time period slavery is not regularly looked down on as morally repulsive as it is today, it’s more of a power struggle between hardcore abolitionists and hardcore slavers and slave traders, and a lot of levels inbetween. Releasing slaves might be seen as merciful by, say, the towns…[Read more]
Thanks, found it now. There are about 40 officer character models in the character model folder though, were models 22-40 left out for any particular reason?
This game sure has peculiar spelling sometimes… I first thought “mush” in the model names was supposed to be “mesh” of some kind, since that term is used in some other games’ models.
I made no less than 12 different textures for Manuel Pardal but consequently only got to see five of them in-game due to this. Grumble… Now I’ll go over the…[Read more]
In what file is CreateModelString and this code? I’m not finding it in LAi_utilites.c.
sBody = “officer”;
iNumber = rand(20)+1;
Looking through the files in order to edit officer models I can’t find where they are listed. How does the game detrmine which models to use for officers? Or for pirate captains for that matter.
Is there a limit to how many heroModel models a character can have?
Is it hardcoded?
The text at the start of HeroDeescribe mentions 8 levels of armor:
“(without armor, light, medium, tough, golden, clothes_1, clothes_2, clothes_3)”
…but I can’t find any line in initItems that says if the item is light or medium etc, so I’m wondering if that…[Read more]
I have some notes about modding written down here that are relevant for most of the latest questions:
Work in progress.
The game crashes when I try to paste that into PsHero.c. I don’t understand anything about how this code works and what is wrong. Could you show exactly what it should look like after “setNewMainCharacter(idLngFile, ch, n); //This sets nation, animation, model, etc. based on HeroDescribe.txt”
in order to work?
I meant the NPC start as a companion to the PC, which I called join as officer as it makes them comparable to one. This thing you had recently discussed:
MK and I discussed this and it is an intriguing idea.
We were thinking of making this a mod option where if toggled On, we automatically add one of those characters described as a “partner” in…
Speaking of which, what factors determine whether or not an npc captain will join you, and where can you edit those?
Also, how do you make a character start as an officer of another character?
Excellent idea, that is even better than spawning them at the same location. Although some characters should start at fixed locations (optional) since they were connected to them. Manuel Ribeiro Pardal for example would be at home at Cartagena since he works for the towns governor.
While I used Cloise and Davis as examples I will confess that my…[Read more]
No, only when the game starts. Then they start to move around as usual. If either don’t want to join in the beginning, well, then they apparently had a falling out or just got tired of each other.
Alternatively; every time you start the game Peter Cloise and Edwards Davis start in Pirate settlement if they are NPC:s and the PC as pirate always…[Read more]
Is there a way to make a specific NPC hero spawn in a fixed location, together with the main character? Like if you want Peter Cloise and Edward Davis together from scratch.
I have a comment about the merchant quests. The contraband status does not have to imply the same restrictions as a product being illegal in the modern sense of the word. There were a lot of market-controlling attempts in the Caribbean and you can interpret the contraband status as the local store owner having obtained a monopoly on selling, or as…[Read more]
The hero characters that have the most models (for when they equip armor or attire) have some files with “_mush” in the filename. What is the significance of that? Are files called xxx_mush supposed to combine with other model files or something?
That sounds like a better solution, and a lot easier to mod.
How do you set an armor item to require or not require the cuirass skill to be worn (such as the French fencing gloves)? How do you do the same with pistols and the shooting skills?
Would it be possible to link swords to a fencing skill in the same manner?
Maltacus replied to the topic New features and changes I'd like to see added in future updates in the forum GOF Eras Module 2 download & discussion board 2 years ago
Currently the breastplates made of metal together with other materials are all outclassed by even the English placard, and by the time you have the cuirass skill those are widely available. I propose that those low-level breastplates should be changed to not require the cuirass skill, like the corsair officer girdle. I see two arguments for…[Read more]
I really can’t find it, neither when I look or use the search function. Here is how the function looks for me:
pchar.questTemp.tugs.berglarState = 1;
pchar.questTemp.tugs.berglarSentJons = “SentJons_TownCave”;
pchar.questTemp.tugs.berglarSentJons.hp = 160;
pchar.questTemp.tugs.berglarSentJons.locator =…[Read more]
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