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B13 quest bugs

funny ...I was running away from the French...to the ship yard to hide....and some idiot stops me and starts talking to me about the weather...the eight french Guards then made me into sushi....why did I have to get an IDIOT ? At that particular time ?? <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />


same game...I'm delivering the chest..usually you exchange a few blows and its over....NOPE ..I could do nothing to end the fight....and the whole town a garrison got into it...if I didn't exit out of the game I could have just let it run until tommorow..or they gained enough levels to actually kill one of my guards or me.

Thats never happened. so I figure its just a bug .




Guys it that PLANTATION...MINE ?? The one near the light house..Guadaloupe ? It be empty...has a nice bed and stuff... I think I should own it...
 
I've just found some syntax errors in QUESTS\quest_reaction.c of Build 13 final in lines 8939-8950 regarding Larrouse quest and corrected them. I put fixes in attachment.

Edit: Found similar problem couple of lines later, so I've updated a zipfile.

pirate_kk
 
To Petros: WOW! That looks AMAZING! Petros Strikes Again! <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

To Pirate_KK: Thanks a lot! <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
Beautiful location, Petros <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> Just the place I'd like to burglar...
 
<!--quoteo(post=175291:date=Dec 10 2006, 02:43 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Dec 10 2006, 02:43 PM) [snapback]175291[/snapback]</div><div class='quotemain'><!--quotec-->
same old questions:
new game?
build 14 alpha compatible?
<!--QuoteEnd--></div><!--QuoteEEnd-->
It's not even released yet. <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />
 
<!--quoteo(post=175326:date=Dec 10 2006, 11:28 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Dec 10 2006, 11:28 AM) [snapback]175326[/snapback]</div><div class='quotemain'><!--quotec-->
Beautiful location, Petros <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> Just the place I'd like to burglar...
<!--QuoteEnd--></div><!--QuoteEEnd-->
... even more now that it has gone from 2 boxes to four plus 1 pick-up item and a door to the bedroom for more goodies. Does remind me of Thief III.
 
<!--quoteo(post=175219:date=Dec 9 2006, 11:50 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Dec 9 2006, 11:50 AM) [snapback]175219[/snapback]</div><div class='quotemain'><!--quotec-->
...Perhaps Nigel can be given the Toughness perk and even some Good armor.
Also, perhaps the amount of cargo could be reduced so it is easier to do even if you have a small ship.
I'll have a look at the code for cargo run if no one else get's to it first.

...<!--QuoteEnd--></div><!--QuoteEEnd-->

Hate answering myself, but thinking about this:

If we make Nigel stronger from the start, then a new player would have a hard time keeping Voysey alive.
Perhaps I should take away Nigel's "Critical hit" and give him "Advanced Defense"

I'll leave it to more advanced coders to make Nigel stronger after he joins players crew... if that can be done.

Meanwhile, we could just remind folks to make sure he is given gold armor and gets leveled up to add "Toughness" prior to Douwesen.


On another note, any progress on the "auto-loot" Zaid Murro problem, and the armored soldiers that don't have armor?
 
<!--quoteo(post=175329:date=Dec 10 2006, 08:31 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 10 2006, 08:31 AM) [snapback]175329[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=175291:date=Dec 10 2006, 02:43 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Dec 10 2006, 02:43 PM) [snapback]175291[/snapback]</div><div class='quotemain'><!--quotec-->
same old questions:
new game?
build 14 alpha compatible?
<!--QuoteEnd--></div><!--QuoteEEnd-->
It's not even released yet. <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

i meant the file in pirate_kk's post.
 
<!--quoteo(post=175408:date=Dec 11 2006, 01:39 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Dec 11 2006, 01:39 PM) [snapback]175408[/snapback]</div><div class='quotemain'><!--quotec-->
i meant the file in pirate_kk's post.
<!--QuoteEnd--></div><!--QuoteEEnd-->
The fixes are in Build 14 Alpha 2. No need to add them in manually. <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />

<!--quoteo(post=175383:date=Dec 11 2006, 04:33 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Dec 11 2006, 04:33 AM) [snapback]175383[/snapback]</div><div class='quotemain'><!--quotec-->
On another note, any progress on the "auto-loot" Zaid Murro problem, and the armored soldiers that don't have armor?
<!--QuoteEnd--></div><!--QuoteEEnd-->
Not as far as I'm aware. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
oh. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> i really should start paying attention.
 
What is up with Estrella Disguised in the "help the lady" quest?

She has the wrong Picture. She is using Beatrice (293) instead of Estrella Disguised (152).
 
Are you tired of being accosted by three ladies, who with male voices, tell you that they have what you need?

Like roosters, they call out in succession and sometimes simultaneously, how French quality and service are yours!

They are supposed to be grieving the loss of their children in silence, or in whimpers!
They should not be hawking wares like displaced French merchants in a Dutch town. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

I know ... someone might say that they are only trying to make some money to cover the funeral expenses, but I don't buy that!

Anyway, my solution: <img src="style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" />

In "TempQuestCharacters.c" file

change this ... LAi_SetMerchantType(ch);

to this ... LAi_SetStayType(ch);

for Rian Dekkers, Janneke Blinkerhof and Lisebet Schefold, and they will speak only when spoken to.


Request.
Can someone give me the code I could put into the console, completing the "lost children/Mefisto" quest?
I need it to make sure that the above changes do not mess up the ladies ending dialog/actions.
 
Good catch with the commercial women. Why on earth did Akella turn them into merchant types?

So maybe other cases of that annoying "French service..." babbling can be silenced as well that way? I'll have a look at the NPCs near me when that spams my ears again.

<!--quoteo(post=175383:date=Dec 11 2006, 04:33 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Dec 11 2006, 04:33 AM) [snapback]175383[/snapback]</div><div class='quotemain'><!--quotec-->
If we make Nigel stronger from the start, then a new player would have a hard time keeping Voysey alive.
Perhaps I should take away Nigel's "Critical hit" and give him "Advanced Defense"

I'll leave it to more advanced coders to make Nigel stronger after he joins players crew... if that can be done.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm not very familiar with the quests, so I can't help you much. But for this case I have a proposal which could work and can't do any harm.

The dialogs Artois Voysey_dialog.c and Rys Bloom_dialog.c contain sections which run if they join you. So if you add perks and HP there it would take effect if they become your officers.

That would look like this for Artois Voysey_dialog.c :
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->

        case "listed":

            NPChar.perks.list.BasicDefense = "1";    // additional perk
            NPChar.perks.list.AdvancedDefense = "1";    // additional perk
            LAi_SetHP(NPChar, 200, 200);        // additional HP


            AddDialogExitQuest("Voysey_listed");
            AddQuestRecord("artois", "2");
            Diag.CurrentNode = "officer_Artois";
            NPChar.quest.meeting = NPC_Meeting;
            DialogExit();
        break;<!--c2--></div><!--ec2-->and like this in Rys Bloom_dialog.c:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        
        case "exit_hire":

            NPChar.perks.list.BasicDefense = "1";    // additional perk
            NPChar.perks.list.AdvancedDefense = "1";    // additional perk
            LAi_SetHP(NPChar, 200, 200);        // additional HP

            Diag.TempNode = "empty";
            Diag.CurrentNode = Diag.TempNode;
            DialogExit();
            AddDialogExitQuest("rys_becomes_officer");
        break;<!--c2--></div><!--ec2-->
 
That's a nice idea! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

To Petros: I'll see if I can figure out what's wrong with Estrella Disguised. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--quoteo(post=175836:date=Dec 15 2006, 01:42 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Dec 15 2006, 01:42 AM) [snapback]175836[/snapback]</div><div class='quotemain'><!--quotec-->
What is up with Estrella Disguised in the "help the lady" quest? She has the wrong Picture. She is using Beatrice (293) instead of Estrella Disguised (152).
<!--QuoteEnd--></div><!--QuoteEEnd-->
In Build 12.1 the face picture was set in the facemaker file. However, as you know this has been changed for Build 13 and now you should set the face number in initModels.c instead. Estrella Disguised doesn't have an initModels.c entry, so she doesn't have her proper face anymore either. So adding this into initModels.c should fix this:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    makeref(model,Models[n]);
    model.description =  "Estrella in disguise";
    model.id       =  "Animistse";
    model.FaceId    = 152;
    model.nation      =  BROKEN;
    model.price       =  1000;
    model.assigned      =  true;
    n++;<!--c2--></div><!--ec2-->This will set the proper FaceID for Estrella Disguised. The skin is not available from tailor's because nation = BROKEN.
 
<!--quoteo(post=175946:date=Dec 16 2006, 04:07 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Dec 16 2006, 04:07 AM) [snapback]175946[/snapback]</div><div class='quotemain'><!--quotec-->
Good catch with the commercial women. Why on earth did Akella turn them into merchant types?

So maybe other cases of that annoying "French service..." babbling can be silenced as well that way? I'll have a look at the NPCs near me when that spams my ears again.

... <!--QuoteEnd--></div><!--QuoteEEnd-->
I'm guessing that they were set to merchant and the town.gm locator group set to Merchant so they would just stand there.

If the locators were set as "Goto", the women could be made to stand there as well.
But wouldn't other town folk get busy walking to those same Goto points the women are standing on?

I don't know all the other locator groups, so I don't know which one might work.
So I left the locator group as "Merchant" and just changed the character's "type" instead.
 
<!--quoteo(post=175988:date=Dec 16 2006, 05:05 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Dec 16 2006, 05:05 PM) [snapback]175988[/snapback]</div><div class='quotemain'><!--quotec-->
[If the locators were set as "Goto", the women could be made to stand there as well.
But wouldn't other town folk get busy walking to those same Goto points the women are standing on?
<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, they would.
 
Request.
Can someone give me the code I could put into the console, completing the "lost children/Mefisto" quest?

That is, up to the part just before going back to Douwesen to inform the mothers that their children are safe.
 
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