• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Stuck in quest and CORPSEMODE

Swindler

Landlubber
Storm Modder
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> there!

As frequently has been stated, that sailors got stuck in a quest after fights and this seems to happen on random occasions: I now played a little with the Zaid Murro-Quest, where to kill the bandits in jungle and different settings of CORPSEMODE in BuildSettings.h. Got only stuck, when CORPSEMODE was 3 (in this case even CTD).

To verify my theory: Please could u mates, who had the same problem verify there value of this setting!

<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Swindler,

With CORPSEMODE = 3 I see that CTD are completly expired <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Instead with CORPSEMODE = 1 I always had random CTD during fight (at land and during boarding).

I notice with CORPSEMODE = 3 a problem with the main quest when with Daniele we gone to Redmond governator's room , after kill the guards the game get stuck this problem didn't occur with CORPSEMODE = 1.

However after too much CTD with CORPSEMODE = 1 I leave it for CORPSEMODE = 3.

Just play claire larusse quest: With CORPSEMODE = 3 the game get stuck after land fight in Oxbay.
No problem with CORPSEMODE = 0, but also have problem after successfully boading the cheri I ramained blocked in the cabin <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> bye,bye,
giuliotto
 
I can understand why CORPSEMODE 3 would crash some quests. You need to kill characters for some quests to continue, but with CORPSEMODE 3, they aren't removed from the location and the quest doesn't continue. CORPSEMODE 1 should work just fine though. The real character is removed from the location, then the corpse character is added into the location. And if the max number of characters would be exceeded by that, the corpse isn't generated. So it doesn't break respawning either.
 
Speaking of respawning... is there a toggle somewhere to make it so you can clear a dungeon/catacomb/cave, and not have to fight your way back through when leaving it in the same level?

I'm fine with everone being reset when you RETURN to the level entirely... but I get a bit frustrated when I cant clear the area, so I can actually walk through that part again while I am searching for new corridors/rooms. I usually go by "oh, someone alive here? I must not have been here yet...".
 
Back
Top