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Need Help Hoist the Colours - Gentleman Jocard - A Slaver - Free the Slaves

EugeneFox

Landlubber
When I walk into Oranjestad, nothing happens between Solvo and Gombo. Gombo doesn’t come up to me and doesn’t talk to me and I can’t choose Gombo.
I have the latest update (post_1Jan_updates_310525)

Без имени.jpg
 

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  • -=Юджин=- Аруба.rar
    693.1 KB · Views: 7
Yes, I remember that problem. Grey Roger told me that it would be solved by playing from the beginning, but I didn't check it out.
The version I wrote should work, but only if you go all the way back to before Davy Jones gave you the Black Pearl. Case "storm_complete" in "quests_reaction.c" places characters to enable some sidequests and also sets a trigger for case "Install_Voysey_And_Blythe". Unless you have a newer version of "quests_reaction.c" and have reloaded back to before you got the Black Pearl, the trigger for "Install_Voysey_And_Blythe" is still when you arrive in "Oranjestad_town". I changed it to trigger when you arrive in "Oranjestad_exit", then "Install_Voysey_And_Blythe" sets a new trigger for "Story_Artois" when you enter "Oranjestad_town", and also sets the 'vcskip' attribute on "Oranjestad_town" to prevent random thugs from appearing.
 
I've found the problem and at present the quest is indeed broken. Here's why.

In "quests_reaction.c", case "storm_complete":
Code:
            PChar.quest.Story_Artois_Nigel.win_condition.l1 = "location";
            PChar.quest.Story_Artois_Nigel.win_condition.l1.character = PChar.id;
            PChar.quest.Story_Artois_Nigel.win_condition.l1.location = "Oranjestad_exit";
            PChar.quest.Story_Artois_Nigel.win_condition = "Install_Voysey_And_Blythe";
In "both_reaction.c", case "Install_Voysey_And_Blythe":
Code:
            PChar.quest.Story_Artois_Nigel.win_condition.l1 = "location";
            PChar.quest.Story_Artois_Nigel.win_condition.l1.character = PChar.id;
            PChar.quest.Story_Artois_Nigel.win_condition.l1.location = "Oranjestad_town";
            PChar.quest.Story_Artois_Nigel.win_condition = "Story_Artois";
They're both using 'PChar.quest.Story_Artois_Nigel'. The game gets confused and triggers the wrong quest case. I found that out because, instead of 'LAi_QuestDelay("Story_Artois", 0.0);', I tried writing a "console.c" to reset the trigger, then wondered why "compile.log" was showing "Story_Artois" being run instead of "Install_Voysey_And_Blythe" when I went back into the jungle.

So, in "quests_reaction.c", I replaced "PChar.quest.Story_Artois_Nigel" with "PChar.quest.Install_Voysey_And_Blythe" on all four lines. I'll need to play "Hoist the Colours" to check it properly, but I made the same change in my "console.c", and it worked.

All of which means:
@EugeneFox: download this file and put it in your "PROGRAM" folder. Load your savegame in Oranjestad town. Press F12; you should see a message on screen "Executed Console". Go through the gate to the outskirts, then turn around and go back into town. Gombo should then attack the slaver.
 

Attachments

  • console.c
    35.6 KB · Views: 6
I've found the problem and at present the quest is indeed broken. Here's why.

In "quests_reaction.c", case "storm_complete":
Code:
            PChar.quest.Story_Artois_Nigel.win_condition.l1 = "location";
            PChar.quest.Story_Artois_Nigel.win_condition.l1.character = PChar.id;
            PChar.quest.Story_Artois_Nigel.win_condition.l1.location = "Oranjestad_exit";
            PChar.quest.Story_Artois_Nigel.win_condition = "Install_Voysey_And_Blythe";
In "both_reaction.c", case "Install_Voysey_And_Blythe":
Code:
            PChar.quest.Story_Artois_Nigel.win_condition.l1 = "location";
            PChar.quest.Story_Artois_Nigel.win_condition.l1.character = PChar.id;
            PChar.quest.Story_Artois_Nigel.win_condition.l1.location = "Oranjestad_town";
            PChar.quest.Story_Artois_Nigel.win_condition = "Story_Artois";
They're both using 'PChar.quest.Story_Artois_Nigel'. The game gets confused and triggers the wrong quest case. I found that out because, instead of 'LAi_QuestDelay("Story_Artois", 0.0);', I tried writing a "console.c" to reset the trigger, then wondered why "compile.log" was showing "Story_Artois" being run instead of "Install_Voysey_And_Blythe" when I went back into the jungle.

So, in "quests_reaction.c", I replaced "PChar.quest.Story_Artois_Nigel" with "PChar.quest.Install_Voysey_And_Blythe" on all four lines. I'll need to play "Hoist the Colours" to check it properly, but I made the same change in my "console.c", and it worked.

All of which means:
@EugeneFox: download this file and put it in your "PROGRAM" folder. Load your savegame in Oranjestad town. Press F12; you should see a message on screen "Executed Console". Go through the gate to the outskirts, then turn around and go back into town. Gombo should then attack the slaver.
Yes, it worked!:dance
 
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