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

What date is displayed in your main menu?

For testing purposes, can you start a new game as Jack Sparrow and go straight to that Tavern to check if it is wrong from the start?
When I just did that, it looked fine.
 
Reminder to myself to reduce the number of BuildingSet in Havana Port as suggested by Bartolomeu.
 
I think there were compile.log messages about two missing BuildingSet characters.
So remove, say, 4-6 and we should be good plus have a safety margin. I hope....
 
I've no idea how, and anyway I remember the cannons from when I played "Assassin" and they didn't seem to cause any trouble then. That was some time ago, though, so perhaps something else has gone wrong with Havana more recently?
 
Ran across a bug that's been known for quite some time now, but i hadn't seen it in a while either. Somewhat unusal that it was in spreightstown though; that town usually doesn't have problems. At any rate, the merchant i was escorting didn't show up at the docks when i landed there. Somewhat of a surprise is that all the logs seem to have info on the problem, though it should be noted that i was in point a pitre before that. The system log regarding 'many characters in location' could be from there.
 

Attachments

  • system.log
    158.1 KB · Views: 172
  • error.log
    5 KB · Views: 152
  • compile.log
    274.1 KB · Views: 142
soooo, any way of fixing this? I suppose i could simply fail the quest, but this is going to happen again at some point.
 
Do you have a savegame prior to ariving in the port?
 
Do you have a savegame prior to ariving in the port?

This should be it. Beta 3.4 of course. Just fast travel to spreightstown and dock there.
 

Attachments

  • -=Player=- Open Sea September 7th, 1751.zip
    1 MB · Views: 172
In that case look in the bug archive. I believe this bug was fixed before....
 
I can't check at least now. I only have the newest version installed here. 3.4 is so horribly outdate by now and I dont have the diskspace on my laptop to keep it there also....
 
I'm seeing a lot of them for different towns, but not for spreightstown, and they seem to have quite varied origins. I don't think this is something i can fix by digging through the archives. What i could try is seeing it it works at night, when there's fewer NPC's around, therefore more space at the walkpath locators.
 
Code:
CreateCharacter -> character Quest trader can invalide model(Man9) or animation(man)
Template <follow> -> path not found chr.id = Quest trader
Quest name generate_convoy_quest_completed FOUND in CommonQuestComplete

This sounds like a thing we fixed before....
Right @Pieter Boelen
 
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