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It's been a few years but I seem to remember that the fixes for it that were available online had something wrong with them, but that the problem was fairly easy to unscramble.
I'm not Hook, and just because I provide an answer doesn't mean that it shouldn't be taken with several grains of salt.
I can't deal with it right away, but I've read through my Tenochtitlan bug folder for AOP 2:COAS and I think I know what was going on.
There were two folders buried deep in the game labelled Tenochtitlan.
The approximate addresses of those folders are
(Sea Dogs COAS Directory)\Program\DIALOGS\russian\Quest\Tenochtitlan
and
(Sea Dogs COAS Directory)\Program\Text\Dialogs\Quest\Tenochtitlan
Those two folders each have three files in them.
These files are littered with references to DLG_TEXT.
The lack of dialog and the crash was occurring because all of those references (there were about twenty or thirty of them) should have read DLG_TEXT_TE.
This is the kind of thing you have to solve by brute force with the 'find' function of your text editor. It's been so long that I no longer remember, but I think it needs to be done in Wordpad.
The quick and dirty solution is that I post the six files nesting inside their folders from my AOP 2: COAS and hope that it's compatible with or the same as those in Sea Dogs: COAS.
Big Caveat: I don't have time to test this right now, so telling people to insert files from another game in their installation may not be such a good idea.
I just took a look and those files are there in SD COAS, but I don't know how else they differ from the ones in AOP2 COAS. If I were younger and more intelligent I would run them through a compare program, but I'm a liberal arts major and not a software engineer and haven't done anything like that in the last year or so (in other words, I've forgotten how to go about it).
Keep watching this space. I will eventually come up with some kind of responsible solution.
But in the meantime, anyone who knows the inside of the program and is so inclined now has a blueprint for what to fix.
(And if you attempt it, back up your originals and don't try to do it by hand).
https://app.box.com/s/haamya7m1953jvbwt2j8oeav1cavhtlx
These files work in AOP2: COAS, but there's no guarantee they will work here (in SD: COAS).
To save everyone some grief, I will quote the attached read me file:
quote
---------
!WARNING!
---------
DO NOT UNZIP THIS FILE INTO ANY PART OF YOUR STEAM INSTALLATION
===============================================================
Unzip this file into a folder that you've put somewhere that you're likely to find again.
Besides this text file, there should be a folder named Steam with a bunch of folders inside.
Copy and paste the Steam folder with a bunch of folders inside to wherever you happen to keep your Steam installation.
[note: I happen to use Windows 7 and don't know or much care what other people use. The one thing I do know
is that different people and different operating systems will stick Steam into different places].
The contents of the zip file's Steam folder will mimic the structure of your Steam folder.
So if you copy and paste it to the right spot, everything will fall into the correct place.
But if you just dump it in blindly without looking first,
and the mod's Steam folder happens to be inside another one,
nothing will work and you will have made a mess.
You were warned.
================================================================
Caveat and Disclaimer
---------------------
This mod HAS NOT BEEN TESTED and I don't know that it will work.
It's really just six files from Age of Pirates 2: City of Abandoned Ships that fix a bug in AOP2: COAS.
I'm taking a leap of faith and hoping that the new owners of the game are too lazy to make significant internal changes.
If I'm right, the six files from AOP2: COAS will replace six incomplete files from Sea Dogs: COAS,
the game won't crash, NPC's will deliver their dialog, and it will be possible to pursue the quest.
There's an explanation in one of the Steam threads explaining what has changed here.
If this doesn't work for reasons other than clumsy installation and you want to try fixing it yourself, please remember what follows:
quote
There were two folders buried deep in the game labelled Tenochtitlan.
The approximate addresses of those folders are
(Sea Dogs COAS Directory)\Program\DIALOGS\russian\Quest\Tenochtitlan
and
(Sea Dogs COAS Directory)\Program\Text\Dialogs\Quest\Tenochtitlan
Those two folders each have three files in them.
These files are littered with references to DLG_TEXT.
The lack of dialog and the crash was occurring because all of those references (there were about twenty or thirty of them) should have read DLG_TEXT_TE.
This is the kind of thing you have to solve by brute force with the 'find' function of your text editor. It's been so long that I no longer remember, but I think it needs to be done in Wordpad.
The quick and dirty solution is that I post the six files nesting inside their folders from my AOP 2: COAS and hope that it's compatible with or the same as those in Sea Dogs: COAS.
Big Caveat: I don't have time to test this right now, so telling people to insert files from another game in their installation may not be such a good idea.
I just took a look and those files are there in SD COAS, but I don't know how else they differ from the ones in AOP2 COAS. If I were younger and more intelligent I would run them through a compare program, but I'm a liberal arts major and not a software engineer and haven't done anything like that in the last year or so (in other words, I've forgotten how to go about it).
(And if you attempt it, back up your originals and don't try to do it by hand).
unquote
(And yes, I'm quoting myself)
If you make a mess of things and are foolish enough to think that I can help you unsnarl it, you're free to contact me by e-mail.
unquote
Mod versions of these things (which is what this is) are never entirely satisfactory.
Having said that, I'm not holding my breath on an official fix even being attempted.
But for the record, for those using my mod (or any mod, for that matter), from time to time the local files will become damaged or corrupted, and you will need to verify the integrity of your installation. Just be aware that when you do that Steam will replace the modded files with your original files, and you will need to re-install the mod.
The sailor ran towards my character as he was walking out of the surf and started talking.
All of the dialog seemed to be there, so the mod works.
The quest started, the game didn't crash, and everybody who was supposed to talk said something.
Damn fella, you are definetely a magician! Everything started to work the right way after your fix. God bless ya!
First of all, make sure Age of Pirates is closed (don't do this while the game is running).
Backup the files in the following folders so you can revert back to them if necessary:
(Age of Pirates Base Directory)\Program\DIALOGS\russian\Quest\Tenochtitlan
(Age of Pirates Base Directory)\Program\Text\Dialogs\Quest\Tenochtitlan
There should be 3 files in each of those directories, for 6 files in total.
Edit all 6 of those files in a text editor (such as WordPad).
You'll need to replace all instances of the word "DLG_TEXT" with "DLG_TEXT_TE" (WITHOUT quotes) in all 6 files.
To do that in WordPad for instance:
Open one of the files.
Click Edit, then click Replace.
In the "Find what:" box, type in DLG_TEXT
In the "Replace With:" box, type in DLG_TEXT_TE
Click the "Replace All" button.
Save.
Repeat on the remaining 5 files.
It's worth noting that the later 3 files only have one instance each while the first three have many.
In case the above fix doesn't work (the Spaniard says only one line then you exit conversation and get stuck on the beach), do the following:
Exit the game and backup anything you're going to edit.
Use Microsoft Word or Notepad to open "For_AllTeno.c" located in (Age of Pirates Base Directory)\Program\DIALOGS\russian\Quest\Tenochtitlan (MS Word makes its easier to navigate & look at).
At the end of the file will be this line "AddDialogExitQuestFunction("Teno_startInShore_2");" without quotes. it will be in the paragraph with "case "Shore53_10":"
Copy that line and scroll up.
Paste it below "link.l1.go = "Shore53_1";"
Now get back to the game, after the Spaniard has said that single warning sentence, the way to Tenochtitlan will open. You will not have the rest of the talk with him, which is technically still a bug but at least you can still proceed with the quest.
You can do both the "DLG_TEXT_TE" fix and this one, since this one opens up the path to Tenochtitlan and the other allows you to have the conversation. Alternatively, just install the GoF mod v2.0 and save yourself the trouble of having incomplete fixes.