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Aha! And now I see what's wrong - the command to lock the ship isn't inside the condition which checks that you've hired the guide and sets up the guide to steal the ship. So the ship boarding point gets locked whether you hired the guide or not, but only gets unlocked if the ship has been stolen and you talk to the fisherman.@Grey Roger I dont hire that guide at Santo Domingo, but the ship is locked anyway.
That shouldn't be possible! He's supposed to be moved into the tavern when you enter the temple, which is why you shouldn't see him again on the way out of the temple area. (Before he moves to the tavern, he stands still at the path to the jungle.) Can you post a savegame from shortly before you entered the temple? Or failing that, one from before you entered the tavern.There was no Mauricio Jurada in the tavern!
I think I found out what where going wrong! I talk to Mauricio Jurada only at the tavern ( using fast travel to my ship) so IMauricio Jurada shouldn't follow past the start of the temple section.
Interesting, because my own investigation led to a quite different conclusion. The reason Mauricio Juradu didn't appear in the Buccaneer Camp tavern is that he was dead.I think I found out what where going wrong! I talk to Mauricio Jurada only at the tavern ( using fast travel to my ship) so I
dont have the dialog with Mauricio Jurada after going through the Port gate. Fast travel can be dangerous in a quest!
case "inside_temple":
PChar.quest.disable_rebirth = true;
DisableFastTravel(true);
if (!LAi_IsDead(characterFromID("Mauricio Juradu"))) // <--- Add these lines
{ // <---
if (checkQuestAttribute("inca_temple", "got_guide"))
{
Locations[FindLocation("Hispaniola_shore_03")].reload.l2.disable = 1;
ChangeCharacterAddressGroup(characterFromID("Mauricio Juradu"), "BC_Tavern", "goto", "goto6");
LAi_SetImmortal(characterFromID("Mauricio Juradu"), false);
pchar.quest.mauricio_steals_ship.win_condition.l1 = "location";
PChar.quest.mauricio_steals_ship.win_condition.l1.location = "Hispaniola_Jungle_07";
PChar.quest.mauricio_steals_ship.win_condition = "mauricio_steals_ship";
}
else Characters[GetCharacterIndex("Mauricio Juradu")].dialog.CurrentNode = "First time";
} // <---
This added to my game now.Try this version of "PROGRAM\Storyline\Ardent\quests\quests_reaction.c".
So based on the above, is that quests_reaction.c file quite safe to use....?But my version of "quests_reaction.c" is not currently ready to be released
That now added to my game version.edit "PROGRAM\Storyline\Ardent\quests\quests_reaction.c"
I have done the Kidnap quest with out any problems, so I was doing The Marriage quest. Having trouble to find the ring, so I give meMeanwhile, I'm looking forward to seeing how you do with the "Kidnap" quest...
case "return_to_residence2":
LAi_SetActorType(characterfromID("Javier Balboa"));
LAi_SetActorType(romance);
Characters[GetCharacterIndex("Javier Balboa")].dialog.CurrentNode = "enjoy_reception";
LAi_ActorDialog(CharacterFromID("Javier Balboa"),PChar,"bypass_reception",5.0,5.0);
break;
That's odd. Grigorio indeed doesn't say anything. There's supposed to be a reload to the same place, i.e. the residence, and then a further conversation with the governor. Can you post "compile.log"?I have done the Kidnap quest with out any problems, so I was doing The Marriage quest. Having trouble to find the ring, so I give me
self one with the console. I was married indeed but now Im stuck at the governors office, "Grigorio" has nothing to say about the dinning room.