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Unconfirmed Bug Bugs in "Mysterious Plants"

Grey Roger

Sea Dog
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To check that my changes to "Greenford Citizen_Dialog" didn't break the "Mysterious Plants" side quest (they shouldn't do, as you were always able to trigger it without talking to any citizens), I tried playing it by talking to the apothecary.

If I tell the apothecary "I'm sorry Steven, I can't help you", when I leave the shop, I'm confronted by a priest who stands a little to one side of me, suddenly jumps to right in front of me, and gets upset with me for being in "that place of the devil". I tell the priest that I have no business with the apothecary. Then I'm stuck and can not move.

OK, reload and try again. I tell the apothecary that I can't help, leave the shop, meet the jumping priest, and this time tell him that the apothecary gave me money to give to the church. The priest goes away. I return to the apothecary, who still thinks I haven't made a donation; he still says "I understand... I hope you change your mind." I go to the church, make a donation, return to the apothecary, and he still says "I understand... I hope you change your mind."

I doubt that this is anything to do with the dialog changes because I remember encountering these problems on a previous occasion, but this time I kept the evidence. Attached: "compile.log", "system.log", and a savegame with me standing outside the apothecary's shop before doing anything to start the quest. There was no "error.log".
 

Attachments

  • compile.log
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  • system.log
    980 bytes · Views: 313
  • -=Player6=- Barbados.zip
    638.1 KB · Views: 305
Umm... I am @Grey Roger and I'm the one who reported it. xD Such slight interest as I had managed to summon for this quest evaporated after I got to the tavern, wasn't quick enough to follow an Indian out, went to the lighthouse, got attacked by Indians, and looted lots of curare and tar. The "Mysterious Plants" quest also triggers the "Collector" quest, which just involves taking 10 bows to someone random, who in return gives you either curare or tar - I can't remember which, but having defeated the Indians got me the bows and plenty of tar and curare anyway.

So, duty done and bug reported with supporting files, I'll leave investigating it to someone else.
 
I don't think I have messed so much with the layout of the story - only added a puzzle in a hotel.
 
This explains why the incident with the hysterical priest never made any sense to me. I was happy to let him vent and toddle off. Pretty sure I pocketed the donation as well. :wp

As long as the apothecary keeps buying those bloody albatrosses from me, I'm good.
 
Ok, I played this week-end this quest and I also found a problem at the beginning of this quest.
First way, I agree to help the apothecary and go to the church to pay the father. But, no dialogue is triggered when I want to pay him.
Second way, I refuse to help and outside I choose the option to pay the father.
Same outcome, when I come back to the apothecary, no dialogue about I paid to the father.
I only succeeded in playing this quest using console.c and trigerring the right case...
I think the problem is in the apothecary.c file.
The quest is frankly good. It really needs to be fixed. :(
 
Just something I want to add. I was able to finish this quest adding the following line of code in console.c:
Code:
LAi_QuestDelay("Apothecary Talk Business", 0.0);
 
Another point about this quest, the indians should be removed from the Greenford Port at the end of this quest.
And there is still this "Something is going to happen..." and we cannot use the fast travel in this location.
 
Suggestion: at least unless the bugs are fixed, change "PROGRAM\DIALOGS\apothecary_quest.c" to put the line leading into the quest at the bottom of the apothecary's dialog list. It won't prevent anyone from playing the quest that wants to do so, but it will mean you don't accidentally trigger it if you're a bit careless when clicking on the apothecary's dialog. Which is a distinct possibility at the moment as the quest line is currently at the top of the dialog list.

The rest of "apothecary_quest.c" which puts various other lines associated with the quest at the top of the dialog list can stay as it is. If you've already chosen to take the quest then you're going to want to progress it!
 
Suggestion: at least unless the bugs are fixed, change "PROGRAM\DIALOGS\apothecary_quest.c" to put the line leading into the quest at the bottom of the apothecary's dialog list. It won't prevent anyone from playing the quest that wants to do so, but it will mean you don't accidentally trigger it if you're a bit careless when clicking on the apothecary's dialog. Which is a distinct possibility at the moment as the quest line is currently at the top of the dialog list.
Makes sense. It doesn't have to be top priority anyway.
 
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