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Fixed Escort Quest: Player Stuck in Ports with too many characters

Pieter Boelen

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As per @PotMaster's report, I triggered an Escort Quest to Havana and indeed did get stuck on the pier.
It isn't quite clear yet why it doesn't work, since I'm pretty sure it used to, but I'll be looking into it.

Has anyone recently successfully completed such a quest to another town? Do they still work at all?
 
Some quite weird .log entries:
Code:
CreateCharacter -> character Quest trader can invalide model(Man6_1) or animation(man)
Template <follow> -> path not found chr.id = Quest trader
Quest name generate_convoy_quest_completed FOUND in CommonQuestComplete
Character -> character Location fantom character <24> can invalide model(B_soldier) or animation(man)
CreateCharacter -> character Location fantom character <25> can invalide model(B_invisible) or animation(man)

RUNTIME ERROR - file: characters\characters.c; line: 133
Cant create class: NPCharacter
There's definitely something weird going on with the game.

Especially weird since the trader DID show up in the tavern and again when I talked to him in his ship's cabin.
 
I have completed escort missions to Santiago and Martinique. Havana used to be broken but I thought it was fixed.
 
Havana used to be broken but I thought it was fixed.
That's what I thought as well.
For testing purposes, you can trigger specific destinations through console like this:
Code:
pchar.quest.generate_convoy_quest.destination = "Havana";
Would you be able to try this for "Havana" and for "Redmond"? I'd like a second opinion on this to check if it is not a one-time glitch.
Also, testing Redmond would be interesting because it uses the same port model as Havana and therefore should work equally well (or not).
Theoretically anyway....
 
It took many tries with that console but I finally got the Havana escort quest. Changed flags at sea but when we made Cuban waters a sloop was there and started shooting. There was no message about being recognized. After we got shot up for a while the sloop just sailed away, which is fine by me. Made it into port and got stuck on the dock with no escort around.
 

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Same problem for you then. How about the Redmond one?

It shouldn't take a lot of tries with that console.c file, as long as you execute it before talking to the captain-to-be-escorted.
Of course there is a 50/50 percent change that there will be a job, so I recommend making a save in front of the tavern owner so you can reload if nobody wants a job.
 
It took a lot of tries because I didn't know where to put that line and then I didn't know I had to talk to the tavern bartender to start a quest first.
 
Well I got it to give me Redmond and when we got to Jamaica I tried to be smart and changed flags. Didn't work and we were attacked by a pirate sloop of war, but got away. Is the escorted ship supposed to have no cargo of any type at all? It was empty and could not shoot back.
Anyhoo, when I hit the dock the guy was there and I got paid..
 
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So Kingston works.

Escort ships do get Cargo; it is just locked from the player because the ship isn't yours.
 
That's indeed quite odd. What flag were they flying and was that one hostile to your enemies?
Escort ships sick to their own flag, so that might throw things out of whack a bit.
 
The first ship was French and was hostile and fired on both of us. I ordered the escorted ship to attack and it looked like it actually tried to ram it, but never fired a shot.

The second ship was a pirate ship and was most assuredly hostile to both of us.
 
I completed Escort ships to Grenada Sao Jorge and Cayman grand Cayman thits last from Port Royal Redmon no problem, only no generated hostile ships, the only weird is in Redmond Port Royal tavern, the tavern owner, dont giveme the option to ask about latest gossip in town and news from other´s colonies and dont give the option looking for specific officer. I`m playing hoist the colours jack sparrow

bye
 
I completed Escort ships to Grenada Sao Jorge and Cayman grand Cayman thits last from Port Royal Redmon no problem, only no generated hostile ships, the only weird is in Redmond Port Royal tavern, the tavern owner, dont giveme the option to ask about latest gossip in town and news from other´s colonies and dont give the option looking for specific officer. I`m playing hoist the colours jack sparrow
Which modpack version do you have? All tavern owners now have a shared dialog for those features so they should all have the same.
This applies to the Beta 3.5 WIP.

Charles Windem does have a custom dialog file in the Jack Sparrow storyline, but that doesn't cause such an issue.
In fact, I just started a new game on Jack Sparrow, teleported immediately to his tavern and he offered these options straight away.
So I cannot confirm the problem.
 
This problem is because there are TOO MANY CHARACTERS in Havana port.
 
As a fix, I am now adding the "vcskip" attribute to the destination location to avoid any extra characters there.
This attribute is again deleted once the quest is completed to restore the characters there.
I tested this and with those changes in place, I indeed could complete this quest properly.

One question though: Are there any other quest issues that arise from Havana Port having too many characters?
These entries remain even with this change in place:
Code:
CreateCharacter -> character Location fantom character <25> can invalide model(B_soldier) or animation(man)
LAi_CreateFantomCharacter -> CreateCharacter return false
CreateCharacter -> character Location fantom character <26> can invalide model(B_invisible) or animation(man)
LAi_CreateFantomCharacter -> CreateCharacter return false
I think this is all because of the number of extra BuildingSet characters added to the location:
Code:
  Build_at("Cuba_port", "chain", "", 100, 10, 75, 0.77, "building");   
   Build_at("Cuba_port", "bastion", "", -2.59, 7.00, 28.93, 1.98, "Building");
   Build_at("Cuba_port", "bastion", "", 17.96, 15.5, -103.14, -2.91, "Building");
   Build_at("Cuba_port", "College", "", 109.3, 5.00, -72.82, -0.13, "Building");
   Build_at("Cuba_port", "warehouse", "", 142.7, 4.00, -54.85, -0.38, "Building");
   Build_at("Cuba_port", "warehouse", "", 124.43, 5.00, -62.82, -0.38, "Building");
   Build_at("Cuba_port", "keep3", "", 162.57, 5.00, 21.73, 0.71, "Building");
   Build_at("Cuba_port", "church", "", -28.2, 8.00, -54.81, 1.24, "Building");
   Build_at("Cuba_port", "bastion", "", -19.17, 7.00, -5.05, -1.31, "Building");
   Build_at("Cuba_port", "bastion", "", 12.6, 7.00, 62.07, 2.04, "Building");
   Build_at("Cuba_port", "bastion2", "", 69.12, 9.00, -91.63, -2.91, "Building");
   Build_at("Cuba_port", "mansion", "", -17.3, 13.5, -84.06, 0.87, "Building");
@Bartolomeu o Portugues, do you reckon some of these could be removed to prevent future issues like these?
 
Which modpack version do you have? All tavern owners now have a shared dialog for those features so they should all have the same.
This applies to the Beta 3.5 WIP.

Charles Windem does have a custom dialog file in the Jack Sparrow storyline, but that doesn't cause such an issue.
In fact, I just started a new game on Jack Sparrow, teleported immediately to his tavern and he offered these options straight away.
So I cannot confirm the problem.

Yes Beta 3.5 WIP. and id the only taven owners whit thit problem I found

thx
 
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