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    Maelstrom New Horizons


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An ambitious project

Indeed.. :?

Otherwise, did you finish the Bartolomeu Main quest ?


:no

Stuck on Isla de Muerte - cannot get into grotto :sad

I also still have to do the Silver train quest.

Then check for Esteban - Cursed Caravel - and then see if Roxanne, - Roche Brazilianno, - Elting - and Morgan are waiting where they should be at the end.
 
It is universal as the grotto (I thought) was only used for the CotBP and I decided that the 4 map pieces were useless so I made them do something (unlock the grotto)
 
Ok both Isla De Muerte not showing and the grotto being locked has been fixed for Bartolomeu in the files I am going to send Pieter ;)
 
If you want to fix the grotto manually excute this through the console:
Code:
Locations[FindLocation("IslaDeMuerte_shore_01")].reload.l2.disable = "0";
 
If you want to fix the grotto manually excute this through the console:
Code:
Locations[FindLocation("IslaDeMuerte_shore_01")].reload.l2.disable = "0";


:onya

Thanks that opened the grotto.

However there were no boxes in there.

I managed to find the point to start the Auto -walk and talk to self sequence so it completed OK

The code for the boxes that did not work is:-
Code:
case "heading_muertebis":		
locations[FindLocation("IslaDeMuerte_shore_01")].reload.l2.disable = 0;	
Build_at("Grotto", "box", "", 33.72, 4.26, -60.35, 0.24, "building");
Build_at("Grotto", "box", "", 30.37, 4.27, -59.88, 0.24, "building");
Build_at("Grotto", "box", "", 36.11, 4.27, -56.58, 1.56, "building");
Build_at("Grotto", "box", "", 41.88, 4.22, -51.17, -1.44, "building");
Build_at("Grotto", "box", "", 36.98, 4.24, -45.56, 0.37, "building");
Build_at("Grotto", "box", "", 25.05, 4.26, -52.47, -1.44, "building");	
Build_at("Grotto", "box", "", 27.19, 4.29, -56.27, 0.37, "building");
Build_at("Grotto", "box", "", 20.66, 4.29, -50.43, -1.44, "building");


was this because I used the console. :?
 
Try just executing this through the console and see if it builds :yes

Code:
             Build_at("Grotto", "box", "", 33.72, 4.26, -60.35, 0.24, "building");
Build_at("Grotto", "box", "", 30.37, 4.27, -59.88, 0.24, "building");
Build_at("Grotto", "box", "", 36.11, 4.27, -56.58, 1.56, "building");
Build_at("Grotto", "box", "", 41.88, 4.22, -51.17, -1.44, "building");
Build_at("Grotto", "box", "", 36.98, 4.24, -45.56, 0.37, "building");
Build_at("Grotto", "box", "", 25.05, 4.26, -52.47, -1.44, "building");	
Build_at("Grotto", "box", "", 27.19, 4.29, -56.27, 0.37, "building");
Build_at("Grotto", "box", "", 20.66, 4.29, -50.43, -1.44, "building");
 
Next problem xD:

I have collected gold from Isla de Muerte and sailed back to Tortuga

Talked to Ogeron in Town hall -- Transported to Jetty - Ogeron - Roxanne - Fontaines run up to me - Ogeron talks to me but no dialog in dialog screen & cannot continue ( see image )

I think the problem may be here
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
case "voltar_tortue":
AddQuestRecord("Aguadilla", "8");
LAi_SetOfficerType(characterFromID("Emilio Soares"));
Characters[GetCharacterIndex("Emilio Soares")].dialog.filename = "Enc_Officer_dialog.c";
Characters[GetCharacterIndex("Emilio Soares")].dialog.CurrentNode = "hired";
Characters[GetCharacterIndex("Bertrand Ogeron")].dialog.currentnode = "gov_38";
break;

case "partager_gold":
DoQuestReloadToLocation("Tortuga_Port", "reload", "reload2" ,"partager_goldbis");
break;

case "partager_goldbis":
ChangeCharacterAddressGroup(characterFromID("Bertrand Ogeron"), "Tortuga_Port", "goto", "goto20");
LAi_SetStayType(characterFromID("Bertrand Ogeron"));
ChangeCharacterAddressGroup(characterFromID("Roxanne Lalliere"), "Tortuga_Port", "goto", "goto18");
ChangeCharacterAddressGroup(characterFromID("Arnaud Fontaines"), "Tortuga_Port", "goto", "goto16");
LAi_SetActorType(characterFromID("Roxanne Lalliere"));
LAi_ActorFollowEverywhere(characterFromID("Roxanne Lalliere"), "", 60.0);
LAi_SetActorType(characterFromID("Arnaud Fontaines"));
LAi_ActorFollowEverywhere(characterFromID("Arnaud Fontaines"), "", 60.0);
LAi_SetActorType(characterFromID("Bertrand Ogeron"));
Characters[GetCharacterIndex("Bertrand Ogeron")].dialog.currentnode = "begin_44";
LAi_ActorDialog(characterFromID("Bertrand Ogeron"), pchar, "", 10.0, 1.0);
break;

case "partager_goldbis2":
Characters[GetCharacterIndex("Arnaud Fontaines")].dialog.currentnode = "begin_12";
LAi_ActorDialog(characterFromID("Arnaud Fontaines"), pchar, "", 3.0, 1.0);
break;

case "partager_goldbis3":
LAi_ActorRunToLocation(characterFromID("Bertrand Ogeron"), "reload", "reload3_back", "none", "", "", "", 10.0);
LAi_ActorRunToLocation(characterFromID("Arnaud Fontaines"), "reload", "reload3_back", "none", "", "", "", 10.0);
Characters[GetCharacterIndex("Roxanne Lalliere")].dialog.currentnode = "begin_116";
LAi_ActorDialog(characterFromID("Roxanne Lalliere"), pchar, "", 3.0, 1.0);
break;
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Since in Bertrand Ogeron_dialog.c all the cases are gov_ NOT begin_

I think that Ogeron should say this

"Your cargo of gold is estimated at 240 000 gold coins.",
"Not bad, Governor. However, I only recovered fifteen or twenty percents of the gold stolen in the fort. I assess the entire loot at one million of gold coins.",
"An unbelievable sum, of course. Unfortunately, the death of Montbars didn't bring back all the gold. If we share the loot in three parts, each one will have 80 000 gold coins. Do we agree ?",
"Agreed.",
"Good, take your part. In the short-term I have no future expeditions, so good luck Captain Bartolomeu for the next months.",
"Goodbye, Governor.",


:sail

EDIT-> Replacing begin_44 with gov_44 fixed the problem :dance
 
Thanks Talisman for catching this bug :onya

Otherwise, here are the dialogues and quest texts I checked from the Cap'n Cook's work . I made some minor changes. Cap'n Cook and Pieter, you can give your opinion obviously. To find the changes, check the files modified these last 2 days and use WinMerge of course :razz

EDIT : I will release the same work for the Assassin Main Quest when I finish this Main Quest. (normally this month)
 
Here I am again :cheers

I cannot get Juan Esteban to appear at Antigua St John Outskirts; the Cursed Caravel won't appear, and Roche Brasilanno is not in Nevis Pirate

Settlement Tavern at the end of the story.



I think these are all connected and that Esteban triggers the Cursed Caravel and that triggers Roche.

What I have succeeded in doing is :-

Completed Battle of Aguadilla Quest - Roxanne leaves - gone to St Pierre, Martinique - Talked to Gaetan Andrieux in Tavern - "Davy Movie" - talk to Gaetan Andrieux again.

Next I think Estaban is supposed to be placed at St Johns Outskirts but he does not appear.

Also if after looking for Esteban I go back to St Pierre Tavern Gaetan Andrieux is still there - has not been removed. <-- I think this may be where the problem is, but don't know what it is :mm


I have put the code in spoilers so the post is not too long for reading xD:

quest_reaction.c - roxanne leaves

Code:
case "Roxanne_at_FalaisedeFleur":
LAi_SetImmortal(CharacterFromID("Roxanne Lalliere"), 0);
ChangeCharacterAddressGroup(CharacterFromID("Roxanne Lalliere"), "Falaise_De_Fleur_townhall", "goto", "goto5");
LAi_SetCitizenType(characterFromID("Roxanne Lalliere"));
Characters[GetCharacterIndex("Roxanne Lalliere")].dialog.filename = "Roxanne at FalaisedeFleur_dialog.c";
LAi_QuestDelay("story_davy", 1.0);			
break;

quest_reaction.c - meet Andrieux

Code:
case "story_davy":
GiveShip2Character(characterFromID("Nathaniel Hawk"),"CursedCaravel","Victory",-1,PIRATE,true,true);
EquipCharacterByItem(CharacterFromId("Nathaniel Hawk"), "blade31");
EquipCharacterByItem(CharacterFromId("Nathaniel Hawk"), "pistol2");		
ChangeCharacterAddressGroup(CharacterFromID("John Coxon"), "Cayman_Pirate_house_01_inside", "goto", "goto1");				
ChangeCharacterAddressGroup(CharacterFromID("Gaetan Andrieux"), "Falaise_de_fleur_tavern", "sit", "sit13");		
Characters[GetCharacterIndex("Gaetan Andrieux")].dialog.currentnode = "begin_1";	
break;

Gaetan Andrieux_dialog.c

Code:
case "First time":
Dialog.defAni = "dialog_stay1";
Dialog.defCam = "1";
Dialog.defSnd = "dialogs\0\017";
Dialog.defLinkAni = "dialog_1";
Dialog.defLinkCam = "1";
Dialog.defLinkSnd = "dialogs\woman\024";
Dialog.ani = "dialog_stay2";
Dialog.cam = "1";

Dialog.Text = DLG_TEXT[0];
Link.l1 = DLG_TEXT[1];
Link.l1.go = "exit";

break;

case "begin_1": 
dialog.snd = "Voice\CLLA\CLLA004";
dialog.text = DLG_TEXT[2];
link.l1 = DLG_TEXT[3];
link.l1.go = "begin_2";
break;

case "begin_2": 
dialog.snd = "Voice\CLLA\CLLA004";
dialog.text = DLG_TEXT[4];
link.l1 = DLG_TEXT[5];
link.l1.go = "begin_3";
break;

case "begin_3": 
dialog.snd = "Voice\CLLA\CLLA004";
dialog.text = DLG_TEXT[6];
link.l1 = DLG_TEXT[7];
link.l1.go = "begin_4";
break;

case "begin_4": 
dialog.snd = "Voice\CLLA\CLLA004";
dialog.text = DLG_TEXT[8];
link.l1 = DLG_TEXT[9];
link.l1.go = "begin_5";
break;			   

case "begin_5": 
dialog.snd = "Voice\CLLA\CLLA004";
dialog.text = DLG_TEXT[10];
link.l1 = DLG_TEXT[11];
link.l1.go = "begin_6";
break;

case "begin_6": 
dialog.snd = "Voice\CLLA\CLLA004";
dialog.text = DLG_TEXT[12];
link.l1 = DLG_TEXT[13];
link.l1.go = "begin_7";
break;

case "begin_7": 
dialog.snd = "Voice\CLLA\CLLA004";
dialog.text = DLG_TEXT[14];
link.l1 = DLG_TEXT[0];
link.l1.go = "exit";
AddDialogExitQuest("davy_video");				
break;

case "begin_8": 
dialog.snd = "Voice\CLLA\CLLA004";
dialog.text = DLG_TEXT[15];
link.l1 = DLG_TEXT[16];
link.l1.go = "begin_9";
break;

case "begin_9": 
dialog.snd = "Voice\CLLA\CLLA004";
dialog.text = DLG_TEXT[17];
link.l1 = DLG_TEXT[18];
link.l1.go = "begin_10";
break;				   

case "begin_10":
dialog.snd = "Voice\CLLA\CLLA004";
dialog.text = DLG_TEXT[19];
link.l1 = DLG_TEXT[20];
link.l1.go = "exit";
AddDialogExitQuest("remove_andrieux");				
break;

case "Exit":
DialogExit();
NextDiag.CurrentNode = NextDiag.TempNode;		
break;

quest_reaction.c - remove Andrieux from tavern

Code:
case "remove_andrieux":
PChar.quest.remove_andrieux.win_condition.l1 = "Timer";
PChar.quest.remove_andrieux.win_condition.l1.date.day = GetAddingDataDay(0, 0, 2);
PChar.quest.remove_andrieux.win_condition.l1.date.month = GetAddingDataMonth(0, 0, 2);
PChar.quest.remove_andrieux.win_condition.l1.date.year = GetAddingDataYear(0, 0, 2);
PChar.quest.remove_andrieux.win_condition = "remove_andrieux_fim";
break;

case "remove_andrieux_fim":
ChangeCharacterAddressGroup(CharacterFromID("Gaetan Andrieux"), "none", "", "");

pchar.quest.voir_esteban.win_condition.l1 = "location";
pchar.quest.voir_esteban.win_condition.l1.location = "Antigua_outskirts";
pchar.quest.voir_esteban.win_condition = "Ver_Esteban";					
break;

quest_reaction.c - put Esteban St johns outskirts

Code:
case "Ver_Esteban":
PlaceCharacter(characterFromID("Juan Esteban"), "goto", "Antigua_outskirts");
LAi_SetActorType(characterFromID("Juan Esteban"));
Characters[GetCharacterIndex("Juan Esteban")].dialog.currentnode = "begin_1";
LAi_ActorDialog(characterFromID("Juan Esteban"), pchar, "", 10.0, 1.0);
break;

juan Esteban_dialog.c - talk to Esteban

Code:
case "begin_1":

dialog.snd = "Voice\CLLA\CLLA004";
dialog.text = DLG_TEXT[2];
link.l1 = DLG_TEXT[3];
link.l1.go = "begin_2";
break;


case "begin_2":

dialog.snd = "Voice\CLLA\CLLA004";
dialog.text = DLG_TEXT[4];
link.l1 = DLG_TEXT[5];
link.l1.go = "begin_3";
break;

case "begin_3":

dialog.snd = "Voice\CLLA\CLLA004";
dialog.text = DLG_TEXT[6];
link.l1 = DLG_TEXT[7];
link.l1.go = "begin_4";
break;


case "begin_4":
dialog.snd = "Voice\CLLA\CLLA004";
dialog.text = DLG_TEXT[8];
link.l1 = DLG_TEXT[9];
link.l1.go = "begin_5";


break;

case "begin_5":
dialog.snd = "Voice\CLLA\CLLA004";
dialog.text = DLG_TEXT[10];
link.l1 = DLG_TEXT[11];
link.l1.go = "exit";
AddDialogExitQuest("Esteban_fight");			

break;


case "begin_6":
dialog.snd = "Voice\CLLA\CLLA004";
dialog.text = DLG_TEXT[12];
link.l1 = DLG_TEXT[13];
link.l1.go = "begin_7";		

break;

case "begin_7":
dialog.snd = "Voice\CLLA\CLLA004";
dialog.text = DLG_TEXT[14];
link.l1 = DLG_TEXT[15];
link.l1.go = "begin_8";
link.l2 = DLG_TEXT[20];
link.l2.go = "begin_10";				

break;

case "begin_8":
dialog.snd = "Voice\CLLA\CLLA004";
dialog.text = DLG_TEXT[16];
link.l1 = DLG_TEXT[17];
link.l1.go = "begin_9";

break;

case "begin_9":
dialog.snd = "Voice\CLLA\CLLA004";
dialog.text = DLG_TEXT[18];
link.l1 = DLG_TEXT[19];
link.l1.go = "exit";
AddDialogExitQuest("Esteban_officer");			                       
break;

case "begin_10":
dialog.snd = "Voice\CLLA\CLLA004";
dialog.text = DLG_TEXT[21];
link.l1 = DLG_TEXT[22];
link.l1.go = "exit";
AddDialogExitQuest("Esteban_leaves");			                       
break;		

case "Exit":

DialogExit();
NextDiag.CurrentNode = NextDiag.TempNode;

break;

quest-reaction.c - fight & talk to Esteban

Code:
case "Esteban_fight":		
LAi_ActorAttack(CharacterFromID("Juan Esteban"), PChar, "");
LAi_SetCheckMinHP(characterFromID("Juan Esteban"), 29.0, false, "Esteban_surrender");
break;

case "Esteban_surrender":
LAi_RemoveCheckMinHP(characterFromID("Juan Esteban"));
LAi_type_actor_Reset(characterFromID("Juan Esteban"));		
LAi_SetActorType(characterFromID("Juan Esteban"));
Characters[GetCharacterIndex("Juan Esteban")].dialog.currentnode = "begin_6";
LAi_ActorDialog(characterFromID("Juan Esteban"), pchar, "", 10.0, 1.0);			
break;

case "Esteban_officer":
AddPassenger(Pchar, characterFromID("Juan Esteban"), 0);
SetOfficersIndex(Pchar, 8, getCharacterIndex("Juan Esteban"));
LAi_SetOfficerType(characterFromID("Juan Esteban"));
Characters[GetCharacterIndex("Juan Esteban")].dialog.filename = "Enc_Officer_dialog.c";
Characters[GetCharacterIndex("Juan Esteban")].dialog.CurrentNode = "hired";
GiveShip2Character(characterFromID("Nathaniel Hawk"),"CursedCaravel","Victory",-1,PIRATE,true,true);
EquipCharacterByItem(CharacterFromId("Nathaniel Hawk"), "blade31");
EquipCharacterByItem(CharacterFromId("Nathaniel Hawk"), "pistol2");

Pchar.quest.find_Zombie.win_condition.l1 = "location";
Pchar.quest.find_Zombie.win_condition.l1.location = "Conceicao";
PChar.quest.find_Zombie.win_condition = "seezombie";			
break;

case "Esteban_leaves":
LAi_SetActorType(characterFromID("Juan Esteban"));
LAi_ActorRunToLocation(characterFromID("Juan Esteban"), "reload", "reload1_back", "none", "", "", "Esteban_Havana", 30.0);

break;

case "Esteban_Havana":
ChangeCharacterAddressGroup(CharacterFromID("Juan Esteban"), "La_Havana_House_03", "goto", "goto5");
LAi_SetCitizenType(characterFromID("Juan Esteban"));
GiveShip2Character(characterFromID("Nathaniel Hawk"),"CursedCaravel","Victory",-1,PIRATE,true,true);
EquipCharacterByItem(CharacterFromId("Nathaniel Hawk"), "blade31");
EquipCharacterByItem(CharacterFromId("Nathaniel Hawk"), "pistol2");

Pchar.quest.find_Zombie.win_condition.l1 = "location";
Pchar.quest.find_Zombie.win_condition.l1.location = "Conceicao";
PChar.quest.find_Zombie.win_condition = "seezombie";				
break;

Help Please.

:doff
 
That's really weird, because I don't note anything bad in the code.. Andrieux should be removed after 2 days and Esteban should appear afterwards. I need to check this part of the quest when I am at home tonight... :?

EDIT : Thanks Captain Maggee :doff
 
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