I assume it's this line from PROGRAM\QUESTS\quests_side.c that causes it:
Code:
LAi_ActorFollowEverywhere(characterFromID("Pieter Boelen"), "", 60.0);
Maybe this works?
Code:
LAi_ActorStay(characterFromID("Pieter Boelen"));
Or, if you're very pissed off at it, you can also try:
Code:
LAi_KillCharacter(CharacterFromID("Pieter Boelen"));
Or the especially violent one:
Code:
ClearCharacter(CharacterFromID("Pieter Boelen"));
Which will erase me from existence.
Execute through console; see here point #4:
Tutorial - Modding Tips & Tricks
----------------
Did you get this entry in your Questbook?
Code:
text.t5=Pieter has prevented the landing at the port, but his ship, the 'Amsterdam' got damaged during the battle. He now needs my help to get him to #sTortuga# off the coast of #sisland_Hispaniola# to ask for assistance of the pirates there in case the Spanish try to attack again.
If so, that confirms this quest case did execute:
Code:
case "gotoport":
AddQuestRecord("Turkshelp", 5);
setCharacterShipLocation(characterFromID("Captain"), "none");
LAi_ActorFollowEverywhere(characterFromID("Pieter Boelen"), "", 60.0);
locations[FindLocation("Turks_port")].reload.l5.disable = 0; //JRH: new Turks shipyard
locations[FindLocation("Turks_port")].reload.l3.disable = 0; //JRH: new Turks townhall
locations[FindLocation("Turks_port")].reload.l10.disable = 0; //JRH: new Turks store
locations[FindLocation("Turks_port")].reload.l13.disable = 0; //JRH: new Turks blacksmith
locations[FindLocation("Turks_port")].reload.l14.disable = 0; //JRH: new Turks library
locations[FindLocation("Turks_port")].reload.l15.disable = 0; //JRH: new Turks tailor
locations[FindLocation("Turks_port")].reload.l2.disable = false; //JRH: new Turks, unlocked to sea now instead
PChar.quest.Turkshelp = "Tortuga";
Pchar.quest.Turkshelp.win_condition.l1 = "location";
Pchar.quest.Turkshelp.win_condition.l1.location = "Tortuga_port";
PChar.quest.Turkshelp.win_condition = "finalstory";
LAi_QuestDelay("Turks_timer4", 0.0);
break;
The only thing left is then:
Code:
case "finalstory":
ChangeCharacterAddressGroup(CharacterFromID("Pieter Boelen"), "Tortuga_port", "goto", "goto31");
LAi_SetActorType(characterFromID("Pieter Boelen"));
Characters[GetCharacterIndex("Pieter Boelen")].dialog.currentnode = "begin_15";
LAi_ActorDialog(characterFromID("Pieter Boelen"), pchar, "", 1.0, 1.0);
Pchar.quest.Turks_timer4.over = "yes";
break;
For some reason, there is a reference there to "Turks_timer4":
Code:
case "Turks_timer4":
PChar.quest.Turks_timer4.win_condition.l1 = "Timer";
PChar.quest.Turks_timer4.win_condition.l1.date.day = GetAddingDataDay(0, 0, 7);
PChar.quest.Turks_timer4.win_condition.l1.date.month = GetAddingDataMonth(0, 0, 7);
PChar.quest.Turks_timer4.win_condition.l1.date.year = GetAddingDataYear(0, 0, 7);
PChar.quest.Turks_timer4.win_condition = "Turks_fin_timer";
break;
That should trigger the following quest cancellation after 7 days:
Code:
case "Turks_fin_timer":
Characters[GetCharacterIndex("Pieter Boelen")].Location = "none";
Characters[GetCharacterIndex("Diego Cordoba")].Location = "none";
PChar.quest.Turkshelp = "end";
PChar.quest.Turkshelp.over = "yes";
AddQuestRecord("Turkshelp", 8);
CloseQuestHeader("Turkshelp");
// PB: Open up all locations, just in case -->
locations[FindLocation("Hispaniola_shore_01")].reload.l2.disable = 0;
locations[FindLocation("Hispaniola_shore_01")].reload.l3.disable = 0;
locations[FindLocation("Turks_Lighthouse")].reload.l1.disable = 0;
locations[FindLocation("Turks_Lighthouse")].reload.l2.disable = 0;
locations[FindLocation("Turks_Lighthouse")].reload.l5.disable = 0;
locations[FindLocation("Turks_Lighthouse")].reload.l3.disable = 0;
locations[FindLocation("Turks_port")].reload.l5.disable = 0; //JRH: new Turks shipyard
locations[FindLocation("Turks_port")].reload.l3.disable = 0; //JRH: new Turks townhall
locations[FindLocation("Turks_port")].reload.l10.disable = 0; //JRH: new Turks store
locations[FindLocation("Turks_port")].reload.l13.disable = 0; //JRH: new Turks blacksmith
locations[FindLocation("Turks_port")].reload.l14.disable = 0; //JRH: new Turks library
locations[FindLocation("Turks_port")].reload.l15.disable = 0; //JRH: new Turks tailor
locations[FindLocation("Turks_port")].reload.l2.disable = false; //JRH: new Turks, unlocked to sea now instead
// PB: Open up all locations, just in case -->
break;
Not sure why there's such a rush to get to Tortuga, but when triggered, it SHOULD teleport me to "nowhere".
Could it be that 'FollowEverywhere' overrides that?
If so, "I" would still be there even though you do also have this QuestBook entry
Code:
text.t8=I've lost too much time during the journey, so the mission is over. I just hope Pieter and the other pirates have been able to fend off whatever the Spanish governor has sent their way.