The problems A.H is having are confusing to me too. For instance, after the first fight with the soldiers at the mine there are no bandits waiting later in the canyon before entering Bridgetown. His game seems to be very confused.
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case "fight_with_larrouse_complete":
pchar.quest.exit_from_oxbay_to_sea.win_condition.l1 = "location";
pchar.quest.exit_from_oxbay_to_sea.win_condition.l1.location = "Oxbay";
pchar.quest.exit_from_oxbay_to_sea.win_condition = "exit_from_oxbay_to_sea_complete";
LOL! I changed the code a bit two weeks ago or so to put your ships at the beach where you need them.Admittedly I modified "Clair Larrouse_dialog.h" to get that screenshot, but you get the idea. Contrary to what she says, the ships are there.
That one should trigger once you reload to sea.And that leads to the next snag. There are supposed to be options to demand a greater share of the loot or all of the loot, which lead to a fight with Clair Larrouse and then... something. Looking at the code, there's supposed to be a fight with Clair's officer, triggered here:I tried going to various locations on Barbados as well onto my ship and couldn't find any way to get to this fight and end the quest. The only way I can finish the quest is to stick to the original 50/50 split, which suits me as I like to play honourable but causes problems for those who like to play as a double-crosser.Code:case "fight_with_larrouse_complete": pchar.quest.exit_from_oxbay_to_sea.win_condition.l1 = "location"; pchar.quest.exit_from_oxbay_to_sea.win_condition.l1.location = "Oxbay"; pchar.quest.exit_from_oxbay_to_sea.win_condition = "exit_from_oxbay_to_sea_complete";
case "abording_bad_fight_exit":
LAi_SetImmortal(characterfromID("Clair Larrouse"), false);
LAi_group_MoveCharacter(characterfromID("Clair Larrouse"), "LARROUSE");
LAi_group_MoveCharacter(characterfromID("Larrouse_pirate_01"), "LARROUSE"); // TALISMAN was quest_pirate_01
LAi_group_MoveCharacter(characterfromID("Larrouse_smuggler_01"), "LARROUSE"); // TALISMAN was quest_smuggler_01
LAi_group_FightGroups("LARROUSE", LAI_GROUP_PLAYER, true);
LAi_group_SetCheck("LARROUSE", "fight_with_larrouse_complete");
break;
case "fight_with_larrouse_complete":
pchar.quest.exit_from_oxbay_to_sea.win_condition.l1 = "location";
pchar.quest.exit_from_oxbay_to_sea.win_condition.l1.location = "Oxbay";
pchar.quest.exit_from_oxbay_to_sea.win_condition = "exit_from_oxbay_to_sea_complete";
if (pchar.location == "Oxbay_shore_02")
{
iPassenger = makeint(characters[GetCharacterIndex("clair larrouse")].quest.goldmine)*10000/2;
AddMoneyToCharacter(pchar, iPassenger);
OfficersReaction("bad");
AddQuestRecord("larrouse", 12);
if(AUTO_SKILL_SYSTEM)
{
AddPartyExpChar(pchar, "Leadership", 5000);
AddPartyExpChar(pchar, "Sneak", 50);
}
else { AddPartyExp(pchar, 5000); }
}
else
{
AddQuestRecord("larrouse", 5);
if(AUTO_SKILL_SYSTEM)
{
AddPartyExpChar(pchar, "Leadership", 2500);
AddPartyExpChar(pchar, "Sneak", 25);
}
else { AddPartyExp(pchar, 2500); }
}
break;
case "exit_from_oxbay_to_sea_complete":
iPassenger = makeint(Pchar.Temp.Officer.idx1);
if (characters[iPassenger].id == "Blaze_Crewmember_01" || characters[iPassenger].id == "Blaze_Crewmember_02" || characters[iPassenger].id == "Blaze_Crewmember_03")
{
RemovePassenger(pchar, &characters[iPassenger]);
}
iPassenger = makeint(Pchar.Temp.Officer.idx2);
if (characters[iPassenger].id == "Blaze_Crewmember_01" || characters[iPassenger].id == "Blaze_Crewmember_02" || characters[iPassenger].id == "Blaze_Crewmember_03")
{
RemovePassenger(pchar, &characters[iPassenger]);
}
iPassenger = makeint(Pchar.Temp.Officer.idx3);
if (characters[iPassenger].id == "Blaze_Crewmember_01" || characters[iPassenger].id == "Blaze_Crewmember_02" || characters[iPassenger].id == "Blaze_Crewmember_03")
{
RemovePassenger(pchar, &characters[iPassenger]);
}
LAi_SetHP(characterFromID("Clair Larrouse"), 80.0, 80.0);
characters[GetCharacterIndex("Clair Larrouse")].name = "First officer of Clair";
bQuestDisableMapEnter = true;
Island_SetReloadEnableGlobal("Oxbay", false);// TIH typo fix Oct31'06
RemoveCharacterCompanion(Pchar, &Characters[GetCharacterIndex("Clair Larrouse")]);
SetCharacterRemovable(characterFromID("Clair Larrouse"), true); // NK
SetCharacterRelation(GetCharacterIndex("Clair Larrouse"),GetMainCharacterIndex(),RELATION_ENEMY);
Group_CreateGroup("Clair Larrouse");
Group_AddCharacter("Clair Larrouse", "Clair Larrouse");
Group_SetGroupCommander("Clair Larrouse", "Clair Larrouse");
Group_SetPursuitGroup("Clair Larrouse", PLAYER_GROUP);
Group_SetTaskAttack("Clair Larrouse", PLAYER_GROUP);
Group_SetAddress("Clair Larrouse", Characters[GetMainCharacterIndex()].location, "", "");
Group_LockTask("Clair Larrouse");
UpdateRelations();
pchar.quest.killing_clair_in_sea.win_condition.l1 = "NPC_Death";
pchar.quest.killing_clair_in_sea.win_condition.l1.character = "Clair Larrouse";
pchar.quest.killing_clair_in_sea.win_condition = "killing_clair_in_sea_complete";
Locations[FindLocation("Oxbay_canyon")].reload.l4.disable = false;
break;
case "killing_clair_in_sea_complete":
bQuestDisableMapEnter = false;
Island_SetReloadEnableGlobal("Oxbay", true);// TIH typo fix Oct31'06
locations[FindLocation("Oxbay_canyon")].reload.l1.disable = 0;
locations[FindLocation("Oxbay_canyon")].reload.l2.disable = 0;
if (!LAI_IsDead(characterFromID("Ferro cerezo")) && makeint(characters[GetCharacterIndex("danielle")].rank) < 9)
{
locations[FindLocation("Oxbay_canyon")].reload.l3.disable = 0;
}
locations[FindLocation("Oxbay_canyon")].reload.l4.disable = 0;
AddQuestRecord("larrouse", 6);
CloseQuestHeader("larrouse");
if(AUTO_SKILL_SYSTEM) { AddPartyExpChar(pchar, "Sneak", 5000); }
else { AddPartyExp(pchar, 5000); }
LAi_group_MoveCharacter(characterFromID("mine_soldier_05"), "ENGLAND_SOLDIERS");
LAi_group_MoveCharacter(characterFromID("mine_soldier_06"), "ENGLAND_SOLDIERS");
LAi_NoRebirthDisable(characterFromID("mine_soldier_05"));
LAi_NoRebirthDisable(characterFromID("mine_soldier_06"));
break;