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i Got some wierd quest bugs!

gdkiv

Landlubber
i have heard that build 14 update 2 is stable and has only some minor bugs.

but i got some kinda problems with quests! almost every quest!

first the main quest! after i have sinked that supply ship headed to oxbay
i cant talk to the governor and get my reward!

the only topic i have about the main quest is that oxbay has been taken over by the french! i can say that as many times i want but nothing happens! he wont update the quest!

and i got probs with the assassin quests. when i get the reward for killing the guy that betrayed me.

after that i get a new job and i t updates the quest log. but some seconds after that it says that three months have passed!

and i cant do the quest anymore! <img src="style_emoticons/<#EMO_DIR#>/nerbz.gif" style="vertical-align:middle" emoid=":nerbz" border="0" alt="nerbz.gif" />

there are a few more quest that are bugged but you get the idea!

have i done something wrong? <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
I heard the governor problem before. Not sure why that happens and not sure if it's fixed in later versions either.
The assassin problem is new. That message shouldn't come seconds later. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
I ran into the timer problem on the Assasin Quest when I was trying to test out the changes I had made. Where initially I had attempted to change the time to three months to kill the target, because the distances between the islands was further than in the stock game or Build 12 and you couldn't complete the hit in the month that Santos gave you, but when I ran into the situation where 3 months would go by right as you received the second or third assignment, I just blocked out the timer completely. There isn't anything that I added that causes this, but I'm guessing that the change I made just didn't make it into that version of the Build. I had asked at the time if the calendar in that version of the Build, I think it was Build 14 Alpha, but I never got a response about it.

gdkiv, you can edit the the QuestReaction.c file so the mission can be completed, locate in the file the following text, and see where I've added an arrow and some forward slashes:

case "Hit_mark_Ambroz":

// dialog exit from Mateus

EndQuestMovie();

LAi_SetPlayerType(PChar);

PChar.quest.Hitman = "mark_ambroz";

LAi_SetImmortal(CharacterFromID("Ambroz Bricenos"), 0);

LAi_SetCheckMinHP(CharacterFromID("Ambroz Bricenos"), 0.0, 0, "Hit_killed_Ambroz");

//TIMER 1

<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->//<!--colorc--></span><!--/colorc-->LAi_QuestDelay("Hit_timer1", 0.0); <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><-------- add the forward slashes to block the timer.<!--colorc--></span><!--/colorc-->

If you do this for each of the missions that follow this first one the timer won't be in effect, and you should be able to complete the quest. I don't think reinitalizing will let you complete a saved game, I think you have to start with a new game, but I could be wrong about that. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
That's strange. As far as I know, your rewrite of the quest DID make it into Build 14 Alpha 6 Update 2. I do recall adding it. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
A change in quests_reaction.c takes effect as soon as you have reloaded ENGINE.exe (close down and re-open the game). So a new game would, in theory, not be required. However, you do need to be at a point in the game before the timer takes effect. If the timer has already started, there's no point in commenting it out anymore. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
I'm assuming it did make it, but there's always the possiblity that someone was working on a version of the QuestReaction.c file that didn't have that particular fix in it and when that was added, this fix got left out or was overwritten. I may break down eventually and download one of the more recent versions of the Build and try it out to see if everything in the Santos Quest is doing what it's supposed to or not. Personally I'm still not willing to move beyond Build 12... <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />


Sorry GDKIV, if you do make the changes I indicated it looks like you will have to start a new game, but if it's any comfort to you, we've all been there...
 
As far as I know, I did merge it correctly, but there's always the chance of mistakes or something getting messed up again later. If you could check the quests_reaction.c file in the latest game version, that'd be great. I'll be releasing a new version next week before I leave for six months, which contains rather a lot of stuff and works reasonably well, I think. Far from being perfect though, but it's worth trying out just to see what we've got in store for Build 14. Recommended to install it on a COPY of your ordinary game version, of course. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
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