Method to replicate found here:
http://www.piratesahoy.net/threads/...ard-after-completing-quest.24932/#post-505341
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Been playing the Nathaniel Hawk storyline in build 14 beta 3.4 19th Jan. Finished the main story and apart from the apparently "known" bugs of doubled character name, having a cursed coin even though I didn't touch it ( 2 actually) when I found them, don't board the third English ship, and contraband not taken by smugglers after paying me all of which the wiki/forum sorted or at least showed they were in hand it was all good Great work by all concerned.
Slight "flaw?" in that I was left with Silehard on my ship as a carpenter (by default - serving a penance not earning salary) despite the dialogue with the replacement governor but that could be me missing something in the dialogues to get rid of him?
Actually he jumped ship later (could be a whole new plot?) when I went on to undertake the Animists "strange things" - yes after the main quest (I stumbled across Viper's patch to Simon Hanpool which gave me the hint in how to proceed - but maybe I'm not supposed to?).
Again I was left with extra passengers, after returning the children etc, - the mystery man despite the incident in San Juan tavern and the Templar Knight from Spain. I don't know if this is normal or an effect of the workaround (although that just seems to get round the prison problem) since I have never done that side quest before in the original unmodded game to know how it ends.
So long story short I was left with a dead character as a passenger but via an "unpublished" patch?
Of course the side quest opponents were no challenge playing it so late - I can see why people would do it early but it struck me that perhaps generally there could be a way of setting some key opponents abilities related to you or your parties ability levels at the time of encounter. This would keep side quests "fresh" for whatever time, storyline or free play they fir and you chose to attempt them (assuming the work to make them widely available works out). I did the rest of the sidequests as I went so the difference in abilities wasn't as glaring.
I'm sorry if this raises too many issues in one post or if the last is already in a wish list somewhere, being new to the modd I've read some but by no means all of the forum threads.
PS I also have too many coins in that chest (883) - are they still being minted somewhere or is this something else I should report?
http://www.piratesahoy.net/threads/...ard-after-completing-quest.24932/#post-505341
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Been playing the Nathaniel Hawk storyline in build 14 beta 3.4 19th Jan. Finished the main story and apart from the apparently "known" bugs of doubled character name, having a cursed coin even though I didn't touch it ( 2 actually) when I found them, don't board the third English ship, and contraband not taken by smugglers after paying me all of which the wiki/forum sorted or at least showed they were in hand it was all good Great work by all concerned.
Slight "flaw?" in that I was left with Silehard on my ship as a carpenter (by default - serving a penance not earning salary) despite the dialogue with the replacement governor but that could be me missing something in the dialogues to get rid of him?
Actually he jumped ship later (could be a whole new plot?) when I went on to undertake the Animists "strange things" - yes after the main quest (I stumbled across Viper's patch to Simon Hanpool which gave me the hint in how to proceed - but maybe I'm not supposed to?).
Again I was left with extra passengers, after returning the children etc, - the mystery man despite the incident in San Juan tavern and the Templar Knight from Spain. I don't know if this is normal or an effect of the workaround (although that just seems to get round the prison problem) since I have never done that side quest before in the original unmodded game to know how it ends.
So long story short I was left with a dead character as a passenger but via an "unpublished" patch?
Of course the side quest opponents were no challenge playing it so late - I can see why people would do it early but it struck me that perhaps generally there could be a way of setting some key opponents abilities related to you or your parties ability levels at the time of encounter. This would keep side quests "fresh" for whatever time, storyline or free play they fir and you chose to attempt them (assuming the work to make them widely available works out). I did the rest of the sidequests as I went so the difference in abilities wasn't as glaring.
I'm sorry if this raises too many issues in one post or if the last is already in a wish list somewhere, being new to the modd I've read some but by no means all of the forum threads.
PS I also have too many coins in that chest (883) - are they still being minted somewhere or is this something else I should report?
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