DangerousWaters
Pirates for Sailwind: guns you buy, carry, nail and fire; a pirate who hunts you, fires back and boards you; and, with the Old Chronian ship mod (Discord), its ships refitted to fight. Manual inside.
About this mod Author’s original text
Dangerous Waters - 0.1.2 (Release 1, with the readable Old Chronian ships)
Pirates for Sailwind. Guns you buy, carry, nail and fire; a pirate who sizes
you up, chases you, fires back, boards you and takes her cut; damage, splinters,
and a captain's manual to go with it. And the Old Chronian ships refitted to
face her: fighting tops, a net under the bowsprit, copper below the water,
lids on the ports, davits astern.
The manual (DW_Manual.pdf, in this zip) is the full guide. This page is the
short version.
Requirements
- Sailwind
- BepInEx 5 (installed by Mod Manager / r2modman)
- Recommended: Configuration Manager (press F1 in game for the settings).
- The Old Chronian ship mod is NOT required for the pirates or the guns:
the pirate is the mod's own copy of the Caelanor, carried in the mod's
bundle. Old Chronian is needed only for the Old Chronian refit and the gun
port lids, which are fitted to its ships.
Optional, each adds one thing to the Old Chronian refit (chapter XII):
- Dinghies (, Pr0SkyNesis) - the Aelasyl's stern davits and
the boat in them.
- Old Chronian Fixes (Discord, with Old Chronian) - gives the Caelanor her
bilge pump; with it the Aelasyl gets the same pump.
- Shipyard Expansion (Discord) - the copper sheathing wears its copper,
matching the brig's; without it, a plain copper of its own.
Old Chronian itself is a Discord mod, not, so a mod manager
cannot fetch it for you: install it by hand first.
The Old Chronian ships, made readable (0.1.2). The refit reads each ship's
own rigging and hull to place its ropes and cut its copper, and the Old
Chronian files as handed out keep that out of reach - on them the ratlines
and copper landed half a metre off. The zip now carries the four ships again,
identical but for that one flag, in OldChronianReadable\. On the first start
the refit backs up the stock files in the Old Chronian folder as.orig.bak
and puts the readable ones in their place. It touches only files it
recognises, says what it did in the log, and can be switched off under
General. The ships look and sail exactly as before; Virtual Crew works on them
from then on too.
If you have the old separate Caelanor Mast Platforms mod (2.6.2), delete
it: the one in this zip replaces it, and BepInEx skips the old one anyway.
Also in the folder: Caelanor Hatch Walk Collider Fix (CaelanorHatchFix.dll,
by Dixiecapt). The Caelanor's cabin hatch has an invisible walk collider twice
the length of the opening, which blocks the companionway even with the hatch
open; this slims it to the hatch itself. If you already have it installed
elsewhere, keep one copy.
Install
Unzip into BepInEx\plugins\. You should get:
BepInEx\plugins\DangerousWaters\DangerousWaters.dll
BepInEx\plugins\DangerousWaters\CaelanorMastPlatforms.dll (the Old Chronian refit)
BepInEx\plugins\DangerousWaters\CaelanorHatchFix.dll (the Caelanor's cabin hatch, see below)
BepInEx\plugins\DangerousWaters\OldChronianReadable\ (the four Old Chronian ships, readable; see below)
BepInEx\plugins\DangerousWaters\dwpirates
BepInEx\plugins\DangerousWaters\dwpirates.manifest
BepInEx\plugins\DangerousWaters\Sounds\... and a few text files beside them.
The folder must be named DangerousWaters. Start the game once. The settings
file BepInEx\config\com.roy.dangerouswaters.cfg is written on the first run.
Press F1 for the settings: about forty of them. Tick "Advanced settings" at
the top of F1 only if you want the two hundred tuning and diagnostic keys too.
A save that has DW guns or shot aboard depends on this mod. Uninstall it
and those items are gone from the save. This is true of any Sailwind mod that
adds items or ships: if a save stops loading after you remove a mod, put the
mod back, take its items off your ship, then remove it again, or use Save
Cleaner where the mod supports it.
Also in this zip: DW_Manual.pdf, the play-tester checklist (Word and
Markdown), Snap DW Log.bat (copies the game's log for a
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.
Install locations vary a lot between mods — the bundled readme is the most reliable guide.
Install these first, or the mod will not work: