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Regular officer dialog for quest officers

Hey all! I couldn't help but notice that some of the quest officers still do not have their regular officer dialog when hired or when their side quest is completed. Though some of them do, like Artois Voysey and Joaquin De Masse, which previously didn't have one. Are there any plans to give the officer dialogs to Amerigo Vieira, Edgar Attwood, Baldewyn Coffier etc?
 
The next update should see Lucas da Saldanha switch to standard officer dialog when his quest ends. (And Padre Gerardo, whom you may meet if you start a FreePlay as Rogue or Gambler.) I should be able to deal with Amerigo Vieira and Baldewyn Coffier, though I've never played the quest with Edgar Attwood so I'm not sure where it will be appropriate to switch him to standard officer dialog.
 
Update: I've played through Edgar Attwood's quest - and done a bit of debugging. There are three quest cases where Edgar can become an officer, depending on whether you rescued him in port, board the prison ship, or paid the prison commandant. I've added code to switch him to standard officer dialog in all three.

Bugfixes:
If you pay the prison commandant, the soldiers in the tavern stay there, which means you can go back and talk to them again about rescuing Edgar. They're now removed after the commandant releases Edgar.

If you attack the soldiers escorting Edgar in the port, each time you hit one for the first time, the whole lot sheathe their weapons, stand for a moment, then attack again. I've now cancelled all their HP checks when the first one to be attacked triggers the fight, so the fight continues uninterrupted.

There are two sailor type characters, presumably other prisoners. After you've fought the soldiers and released Edgar, these two stay there forever. I've added a bit of code so that when you leave the area, so do they.
 
If you attack the soldiers escorting Edgar in the port, each time you hit one for the first time, the whole lot sheathe their weapons, stand for a moment, then attack again. I've now cancelled all their HP checks when the first one to be attacked triggers the fight, so the fight continues uninterrupted.
That's very interesting! I remember a similar kind of oddness during the tutorial with Malcolm. Must be related.
I think at some point some code changed that caused that whole sword-sheathing because I don't remember that happening in the stock game...
 
The triggers are set up at case "make_player":
Code:
           LAi_SetCheckMinHP(CharacterFromID ("sold1"), 0.875*LAi_GetCharacterHP(characterFromID("sold1")), false, "convoy_is_angry"); // KK
           LAi_SetCheckMinHP(CharacterFromID ("sold2"), 0.875*LAi_GetCharacterHP(characterFromID("sold2")), false, "convoy_is_angry"); // KK
           LAi_SetCheckMinHP(CharacterFromID ("sold3"), 0.875*LAi_GetCharacterHP(characterFromID("sold3")), false, "convoy_is_angry"); // KK
           LAi_SetCheckMinHP(CharacterFromID ("sold4"), 0.875*LAi_GetCharacterHP(characterFromID("sold4")), false, "convoy_is_angry"); // KK
           LAi_SetCheckMinHP(CharacterFromID ("sold5"), 0.875*LAi_GetCharacterHP(characterFromID("sold5")), false, "convoy_is_angry"); // KK
So each time a soldier falls below the HP limit, quest "convoy_is_angry" is triggered again, restarting the fight. I added a 'LAi_RemoveCheckMinHP' command for each soldier, so "convoy_is_angry" only triggers once.
 
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