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Mod Release Build 14 Beta 3.5 Internal WIP For Testing

Will Turner and Elizabeth Shaw are missing at La Torture. You get the character missing error both in the tavern and in the Turner house and the game freezes.
Which storyline is that? Still Brave Black Flag?
Do you have a savegame just prior to that error occurring?

Also I got an escort mission to take a merchant to Buccaneer's Camp on Hispaniola which I thought was Le Torture. When I got there the merchant did not meet me there. Did I make a mistake or is there something wrong?
The Buccaneer's Camp is on Hispaniola itself and not the same as La Tortue/Tortuga.
I don't think the game is supposed to be generate that as a possible destination though. It doesn't have a port, so I can quite imagine that it isn't possible to complete that quest successfully.
If you upload a savegame with that escort quest active, I can check the details and see if anything can be done to either complete it properly or prevent that destination from being generated again.
 
Which storyline is that? Still Brave Black Flag?
Do you have a savegame just prior to that error occurring?

The Buccaneer's Camp is on Hispaniola itself and not the same as La Tortue/Tortuga.
I don't think the game is supposed to be generate that as a possible destination though. It doesn't have a port, so I can quite imagine that it isn't possible to complete that quest successfully.
If you upload a savegame with that escort quest active, I can check the details and see if anything can be done to either complete it properly or prevent that destination from being generated again.
Which storyline is that? Still Brave Black Flag?
Do you have a savegame just prior to that error occurring?

The Buccaneer's Camp is on Hispaniola itself and not the same as La Tortue/Tortuga.
I don't think the game is supposed to be generate that as a possible destination though. It doesn't have a port, so I can quite imagine that it isn't possible to complete that quest successfully.
If you upload a savegame with that escort quest active, I can check the details and see if anything can be done to either complete it properly or prevent that destination from being generated again.

I don't have a save game for either. I will get one for Will Turner the next time I go by Tortuga. If I see the fetch quest again I will get the save. BFF
 
For the Fetch Quest, probably the reason why you got it is because you're friendly with the pirates.
That isn't very common, so explains why it never happened.
I am making a change in the code now so that "Boca de Hubon" will be the destination location if it does occur again.
Would also be quite easy to disable it altogether, but I don't really want to unless that proves necessary.

And indeed Will and Elizabeth aren't initialized in BFF; am fixing that right now and will include it in the next update.
 
Ok I updated a copy of beta 3.3 to 3.5 with the latest patch. Since some have had problems starting the Sea Hawk storyline I am doing that one.

It works fine for me. I played the entire Tutorial and will soon be going to sea.
 
Opening post EXE has now been replaced with a new version.
It has only a few slight changes in it, but the main advantage is that it is a single installer again.
Hopefully this will allow @Jason to get a normally working game version again.
 
Ok Pieter, thanks.

Attached is a save on in the Tortuga port. It has the Will Turner error. Talk to tavern keeper.
 

Attachments

  • -=Player=- Hispaniola. La Tortue port.rar
    578.7 KB · Views: 205
Cheers. Should be already fixed in the file I uploaded earlier today, but that does require a new game to be started.
 
Beta 3.5. I thought this was fixed at Orangestad.

Beta 3 2015-03-06 14-16-52-37.jpg
 
Indeed, I released a new version at the beginning of this year. When you load this location, do you see a ship with the bow towards the port? Do you know if this problem occurs with 1 locator or several?
 
Yes that ship is pointed at the shore and heads straight in under full sails. It is exactly the same as it is in beta 3.3.
 
Ahoy Pieter,

I downloaded the latest installer and installed it. Started BFF at the pirate port. Talked to Fletcher, opened all chest but when I try to get to sea or port, I get the x and can't go anywhere.

Since the game and this story line work fine off of stormy start, I wonder if I am failing to close some loop in dialogue with Fletcher?
 
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Since the game and this story line work fine off of stormy start, I wonder if I am failing to close some loop in dialogue with Fletcher?
Very strange indeed. I haven't yet been able to break it myself, despite trying.
If you just use the immediate "skip tutorial" option, I can leave just fine. :modding
 
Very strange indeed. I haven't yet been able to break it myself, despite trying.
If you just use the immediate "skip tutorial" option, I can leave just fine. :modding


Huh? Well I'll try again eventually. As I said everything works just fine off stormy start.
 
Opening post updated with this weekend's work. NEW GAME ENFORCED because of some changes to character initialization.

Changes included:
Code:
Build 14 Beta 3.5:
- New Features:
  . Stealing from item traders and town guards made much more challenging by Pieter Boelen
  > Reinforcements are sent when you are caught
  > Location is locked until all enemies are taken care of
  > Huge penalty for killing item traders
  . Escort Quests made more interesting by Pieter Boelen
  > Looting trader while still in your squadron prevented
  > Ship turns hostile if you hoist a hostile flag
  > Possibility for enemy ship to be generated at destination
  > Cumulatively increasing reward for defending the trader from such an enemy
- Bug Fixes:
  . Ships sailing into the shore at Oranjestad port fixed by Bartolomeu o Portugues
  . Stuck at sea after taking enemy ship for self fixed by Pieter Boelen
  . Character type for stunned and looted characters restored upon location reload by Pieter Boelen
  . Textures for town boarding fixed by Pieter Boelen
- Storyline Updates:
  . Girl Won in Card Game ending fixed by Pieter Boelen
 
Hornblower again laughs in the face of attempts to prevent him from hiring officers. xD If you capture an enemy ship which then surrenders, you can offer the captain a new job. Also, Fred Bob and Rys Bloom are available from their respective side quests.

It occurs to me that blocking hiring of officers may be the wrong approach anyway. I've now completed the whole story a second time with additional officers. The only problem comes if one of them is active when he should not be. The one incident I remember from last time was during "Tunnel of Trouble", you've just found the tunnels to the pirate settlement and naval academy, you walk from the academy to Smug Larr's house, Sharpe follows you and talks to you when you get to the house. If I had an officer active, Sharpe didn't say his piece and Pellew didn't show up inside the house. Sharpe wasn't assigned as an active officer at that time, he followed me and talked of his own initiative. But the game adds numerous characters to your Passengers list and sometimes makes them active, and I suspect the game will also break if they're not active when they should be. So, other than hiring so many officers that your Passenger list is full and the story can't add any more, it's not hiring officers which is the problem, it's messing with the Passengers list. Perhaps disable the "Passengers" tab from the interface screen while the story is active?

You asked for a saved game from just before the story ends, so here it is. There are several problems with transitioning to free-play and one of them will be obvious as soon as you load up this game. :) During the action at Guadeloupe you change identity several times so that you can observe some conversations which do not involve Hornblower directly, and you are not returned to your correct identity, which means you arrive at Bridgetown as Lt. Bush. There's an easy workround, which is to rename yourself back to "Horatio Hornblower" and change outfit back to that of Commander Hornblower.

So you go into Mrs. Mason's house single and in command of heavy sloop HMS Hotspur, and leave the house married and in command of 6th rate frigate HMS Atropos. I don't know how Mrs. Mason managed that, but it certainly wasn't the navy's doing because you haven't been to naval HQ, nor has any midshipman arrived to give you new orders. Talking of midshipmen, numerous characters from the story are still in your Passengers list, including Sharpe and his men, Teresa Moreno, and several naval characters. One of these is Archie Kennedy, who is literally a dead man walking because he's supposed to have died at the end of "Mutiny". Meanwhile, the quest "Old Friends - New Enemies" is still open.

Several side quests are available, but most don't work properly. Those which I have checked:
Help the Boatswain: Fred Bob does not give you the letter. So although Senora Alencar is present in San Juan church, she won't let you help her.
Help the Church: the assistant priest is present at Bridgetown church. If I talk to the priest in Kingston, he asks what I have found out and I can only reply "Nothing so far". It's as if the quest has already started, though nobody in Bridgetown has anything to say which will advance it.
Patric and the Idols: works for the most part, though you can't say anything to Lucien Bescanceny except to comment on his drunkenness. In fact you don't need to visit him at all, as Patric reacts as if you've already asked Lucien about the idols. You can then conclude the quest by speaking to Harduin Aufort and then finally again to Patric.
Saga of the Blaque Family: works as intended.
Saving Toff's Daughter: Toff Oremans is present in Kralendijk tavern and you can start the quest. When you go through the port gate there is no option to go to the pirate ship, all you get is a repeat of the last thing Toff said. If you go to the governor first, when you go through port gate you get a repeat of the last thing the governor said instead.
Sink the Pirate Corvette: works as intended.
Woman Who Lost Husband And Son: works as intended.

Cargo for Thomas Reilly: unavailable even though France is neutral to Britain at the end of the "Hornblower" story.
Elizabeth Shaw's Disappearance: unavailable, Governor Shaw only gives standard ship-hunting quests.
Strange Things Going On in the Caribbean: unavailable, no women standing outside Kralendijk residence.

In addition, the quest book does not work properly with any of these quests. Even the ones which otherwise work as intended. The top quest in the book (the still open "Old Friends - New Enemies") becomes blank, all the rest are out of sync so that clicking on one quest shows the entry for a different quest one line up, and there's a blank line at the bottom of the book which you can't click on.
 

Attachments

  • -=Player=- Barbados.zip
    803.8 KB · Views: 197
Hornblower again laughs in the face of attempts to prevent him from hiring officers. xD If you capture an enemy ship which then surrenders, you can offer the captain a new job.
I thought I prevented that! Sounds like I'll have to double-check on that.

It occurs to me that blocking hiring of officers may be the wrong approach anyway. I've now completed the whole story a second time with additional officers. The only problem comes if one of them is active when he should not be.
As I figure it, since you aren't in command, it isn't your job to hire any officers.
Anyway, Hornblower was intended to not allow you to hire officers and for now I have just been maintaining that original intent.
What point is there in hiring officers if you can't use the Passengers interface?

Note that this behaviour should be released as soon as you gain command of or HMS Atropos and you can hire officers as you wish.

So you go into Mrs. Mason's house single and in command of heavy sloop HMS Hotspur, and leave the house married and in command of 6th rate frigate HMS Atropos. I don't know how Mrs. Mason managed that, but it certainly wasn't the navy's doing because you haven't been to naval HQ, nor has any midshipman arrived to give you new orders.
That is the main reason why I wanted such a savegame. For now, I just dumped the "start free play and get Atropos" part in the last available quest case, which happened to be that one.
So at least functionally it works, but I knew it would make no sense in relation to the story.

There are several problems with transitioning to free-play and one of them will be obvious as soon as you load up this game. :) During the action at Guadeloupe you change identity several times so that you can observe some conversations which do not involve Hornblower directly, and you are not returned to your correct identity, which means you arrive at Bridgetown as Lt. Bush. There's an easy workround, which is to rename yourself back to "Horatio Hornblower" and change outfit back to that of Commander Hornblower.
Talking of midshipmen, numerous characters from the story are still in your Passengers list, including Sharpe and his men, Teresa Moreno, and several naval characters. One of these is Archie Kennedy, who is literally a dead man walking because he's supposed to have died at the end of "Mutiny". Meanwhile, the quest "Old Friends - New Enemies" is still open.
Do you know exactly when the characters should be removed and quests should be closed?
Sounds like a bit of code needs to be added here and there but the question is what code and where should it be added?
Compile.log might help there because it logs all executed quest cases. So when you play through the story, if you feel like something should have happened that did not,
you can check that file and let me know which quest case needs updating and what needs to be done there.

Several side quests are available, but most don't work properly. Those which I have checked:
Help the Boatswain: Fred Bob does not give you the letter. So although Senora Alencar is present in San Juan church, she won't let you help her.
Help the Church: the assistant priest is present at Bridgetown church. If I talk to the priest in Kingston, he asks what I have found out and I can only reply "Nothing so far". It's as if the quest has already started, though nobody in Bridgetown has anything to say which will advance it.
Patric and the Idols: works for the most part, though you can't say anything to Lucien Bescanceny except to comment on his drunkenness. In fact you don't need to visit him at all, as Patric reacts as if you've already asked Lucien about the idols. You can then conclude the quest by speaking to Harduin Aufort and then finally again to Patric.
Saga of the Blaque Family: works as intended.
Saving Toff's Daughter: Toff Oremans is present in Kralendijk tavern and you can start the quest. When you go through the port gate there is no option to go to the pirate ship, all you get is a repeat of the last thing Toff said. If you go to the governor first, when you go through port gate you get a repeat of the last thing the governor said instead.
Sink the Pirate Corvette: works as intended.
Woman Who Lost Husband And Son: works as intended.
Cargo for Thomas Reilly: unavailable even though France is neutral to Britain at the end of the "Hornblower" story.
Elizabeth Shaw's Disappearance: unavailable, Governor Shaw only gives standard ship-hunting quests.
Strange Things Going On in the Caribbean: unavailable, no women standing outside Kralendijk residence.
In addition, the quest book does not work properly with any of these quests. Even the ones which otherwise work as intended. The top quest in the book (the still open "Old Friends - New Enemies") becomes blank, all the rest are out of sync so that clicking on one quest shows the entry for a different quest one line up, and there's a blank line at the bottom of the book which you can't click on.
I'm surprised so much already works! That is just from moving the dialogs and character initialization out of the storyline folders.
This is still a work in progress though, since the same will need to be done with the quest texts and actual quest cases. At the moment Hornblower has none of that.

Some quests being unavailable is because those need to be specifically initialized in the storyline files, which has not been done for Hornblower.
I'll be moving that into a general file soon too.
 
I thought I prevented that! Sounds like I'll have to double-check on that.

As I figure it, since you aren't in command, it isn't your job to hire any officers.
Anyway, Hornblower was intended to not allow you to hire officers and for now I have just been maintaining that original intent.
What point is there in hiring officers if you can't use the Passengers interface?
For one thing, they can gain experience. For another, you can get the benefits of an experienced officer, e.g. gunner. Perhaps more important for you, I'm guessing it would be easier to solve the whole problem at one point rather than keep on trying to plug leaks. Especially since it's still possible to mess the story up by using the Passengers interface to make game characters active as companions when they should not be, or remove them when they should be.

Do you know exactly when the characters should be removed and quests should be closed?
Sounds like a bit of code needs to be added here and there but the question is what code and where should it be added?
Not off-hand. Most of the quests are closing as they're supposed to, otherwise the story wouldn't work. The big exception is "Old Friends - New Enemies", the final one, which fails to close. As for which characters need to be removed, Archie Kennedy needs to be removed at the end of "Mutiny" because he's dead. Other than that, I'd leave them alone during the story in case they've been put there for a reason, but clear the lot out when you close the story and switch to free play.

I'm surprised so much already works! That is just from moving the dialogs and character initialization out of the storyline folders.
This is still a work in progress though, since the same will need to be done with the quest texts and actual quest cases. At the moment Hornblower has none of that.

Some quests being unavailable is because those need to be specifically initialized in the storyline files, which has not been done for Hornblower.
I'd guessed as much, though I tried starting off "Brave Black Flag" and sailing to Martinique to at least see if the quest book functions as it should. It does.

The quests which aren't available at all aren't a problem. It's the ones which are available and aren't working properly, plus the fact that the quest book gets messed up, which are the problems...
 
For one thing, they can gain experience. For another, you can get the benefits of an experienced officer, e.g. gunner. Perhaps more important for you, I'm guessing it would be easier to solve the whole problem at one point rather than keep on trying to plug leaks. Especially since it's still possible to mess the story up by using the Passengers interface to make game characters active as companions when they should not be, or remove them when they should be.
Does the story not give you enough companions and officers to work with?
My initial thoughts would be:
1. Make sure you ALSO cannot hire captains of enemy ships
2. Disable Passengers menu while the story is still in progress

@Jack Rackham: At the moment your storylines use the same code for disabling hiring of characters and such.
Would it make sense for you as well to disable the Passengers interface or does that need to be used by the player at times?

Not off-hand. Most of the quests are closing as they're supposed to, otherwise the story wouldn't work. The big exception is "Old Friends - New Enemies", the final one, which fails to close. As for which characters need to be removed, Archie Kennedy needs to be removed at the end of "Mutiny" because he's dead. Other than that, I'd leave them alone during the story in case they've been put there for a reason, but clear the lot out when you close the story and switch to free play.
Please make a Bug Tracker report with the changes required in the Hornblower story for it to make sense.
Then at least I won't forget about it. :facepalm

I'd guessed as much, though I tried starting off "Brave Black Flag" and sailing to Martinique to at least see if the quest book functions as it should. It does.
The quests which aren't available at all aren't a problem. It's the ones which are available and aren't working properly, plus the fact that the quest book gets messed up, which are the problems...
The solution is simple enough: Take the files from Brave Black Flag and put them in the Hornblower or general folder.
RESOURCE\INI\TEXTS\[something]\QUESTSTEXTS is what you're looking for.

If you can distinguish the "Standard Storyline Main Quest" from the "Side Quest" files, that would be quite welcome.
Saves me the trouble of figuring that one out and then we can put one set in the general folder instead of having multiple copies for each storyline. :woot
 
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