I had already considered the storage considerations which is why for the next phase he would move operations nearer the port. Still using a stall because he can see who is coming and going but plenty of storage potential in the adjacent buildings.
Of course I could just use that location instead of the other location if I don't add in basic trading after all.
Putting Baldewyn into a stall by the port does have the advantage that you don't need to remove the existing trader, and then presumably put him back when Baldewyn gets the store back.
However I want Arnaud's decline to be part of a dialogue where he is gradually alienating/banning more and more people from his shop which is why Baldewyn steps in to supply the basics. For game play it allows those who cross him to get essential supplies at Martinique without going as far as needing colony capture but gives some reason the Governor may be concerned about losing potential trade. But I guess we'll see how clumsy my cut down/reworked store interface looks when done and take it from there.
I need to study the Thomas O'reilly stuff to see what (if anything) can be linked in as a crossover without creating too much (or any) forced linear progression of the separate quests , and also what interaction with Sabine could add.
At present, Thomas O'Reily's only involvement with Arnaud Matton is the delivery quest. His next quest is the smuggling run to Andre Juliao, and then only if you haven't helped Turpin Cabanel. (There is some unused stuff in Arnaud Matton's dialog about a delivery
to Thomas O'Reily, starting with case "node_1". I can't see anything in "Arnaud Matton_dialog.c" leading to "node_1", nor any mention of "node_1" in either "Thomas O'Reily_dialog.c" or "quests_side.c". It may be another trace of Danielle Greene's alternative path through the original game.)
From the player's perspective, being unable to trade at Martinique is a minor inconvenience unless the player was stupid enough to be down to the last day of food or rum upon arrival. Otherwise Barbados is just to the south, or if the player is hostile to Britain then there's Guadeloupe to the north.
You can't count on Arnaud being hostile to the player. Female player characters can recruit Sabine without upsetting him.
This also means you can't count on the player meeting Sylvie Bondies.
To re-instate Baldewyn my thought at the moment is you need Sabine and have lent Baldewyn the money to have a scenario you can get him into the store but if you capture the colony Arnaud's about face on trading means the Governor has less to worry about with Arnaud, so perhaps not under that circumstance.. but if you install your own Governor....
If you haven't got Sabine with you or recruited Baldewyn (or signed papers against him) there is no re-instatement option - unless perhaps by Force Majeure of taking the colony for yourself when it could be a choice (if I can work that one out too).
A few suggestions follow; feel free to accept, adapt or completely reject them as you see fit, this is your quest after all...
If you install your own governor then there's the possibility of a simple shortcut. Now you're the boss, you can simply tell Arnaud to get lost, Baldewyn is getting his store back right now. That can work whether or not you recruited Baldewyn; the only difference would be that if Baldewyn is one of your officers, he's not any more.
If you loot the colony then the governor isn't worried about Arnaud's about face, he's worried about you! In any case, just because Arnaud is now trading with you again doesn't mean he's any nicer to anyone else. Your raid may have given the governor another headache but Arnaud's nastiness is still something for him to deal with if it's affecting other trade. (Of course, if the governor gets the idea that Arnaud is the reason you raided the colony, that might give him another motive to want Arnaud replaced...)
Otherwise, the governor isn't worried if Arnaud isn't trading with one captain (you), and if Martinique and Jamaica are on opposite sides of a war then he probably doesn't care about Thomas O'Reily either. But if Arnaud is upsetting other traders, or the local citizens, that's another matter. Your first hint of that could be when Baldewyn repays your loan a month later; perhaps he could comment how many people have been asking why he's not in the store any more and why they've been having their own problems with Arnaud.
Seems sensible I will try to work out/check how that is done.
Another thought. "Cargo for Thomas O'Reily" is heavily dependent on character "Arnaud Matton". An attribute set on "Arnaud Matton" is used to control it. Also, as a result of Martinique becoming Spanish Martinica in "Early Explorers", "Arnaud Matton" gets a new random Spanish name and Sabine's surname is set in "Periods.c" to match his. "Cargo for Thomas O'Reily" therefore uses preprocessed variables to fill in the correct name in both dialog and questbook. If you change "Arnaud Matton" into a clone of "Baldewyn Coffier", the quest should work without any further changes. If you put genuine character "Baldewyn Coffier" into the store, it's going to play merry havoc with this quest!
As to how it's done, my first thought would be something like this:
Code:
Characters[GetCharacterIndex("Arnaud Matton")].name = GetMyName(CharacterFromID("Baldewyn Coffier"));
Characters[GetCharacterIndex("Arnaud Matton")].lastname = GetMyLastName(CharacterFromID("Baldewyn Coffier"));
SetModelFromID(CharacterFromID("Arnaud Matton"), Characters[GetCharacterIndex("Baldewyn Coffier")].model;
Characters[GetCharacterIndex("Arnaud Matton")].Dialog.Filename = "Baldewyn Coffier_dialog.c";
Possibly have a new dialog file for Baldewyn as a storekeeper rather than add new trade stuff onto existing "Baldewyn Coffier_dialog.c", in which case obviously you'd use that for the last line. You could probably start by copying the dialog from some other storekeeper who has no special quests - except that many of them are probably already copies of original stock game storekeeper dialogs complete with unwanted quest material!
Using functions 'GetMyName' and 'GetMyLastName' rather than simply "Baldewyn" and "Coffier" means it should work in "Early Explorers" when Baldewyn also has a new random Spanish name.