<!--quoteo(post=328967:date=Jun 15 2009, 01:24 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Jun 15 2009, 01:24 PM) <a href="index.php?act=findpost&pid=328967"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->... or maybe as a sidequest to make the original game more rich. For ex using some reward items from my quest could be fun in the standard storyline too.<!--QuoteEnd--></div><!--QuoteEEnd-->If you add your side-quest code to PROGRAM\QUESTS\quests_common.c, it'll be available in ALL storylines.
Otherwise it'll only be available in the storyline you add it to.
<!--quoteo(post=328967:date=Jun 15 2009, 01:24 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Jun 15 2009, 01:24 PM) <a href="index.php?act=findpost&pid=328967"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maybe I don't have to worry about Redmond tavern collisions - as far as I remember it: they switch to a quest taven when they need to (well let 'them'), they'll swith back again after Danielle/Fawn/jail or so. So the Woodes-Rogers quest (or what it's called) may start as soon as you arrive to Redmond (where you want to go anyway).<!--QuoteEnd--></div><!--QuoteEEnd-->How exactly does the quest start and in what way would/could it cause interference?
<!--quoteo(post=328967:date=Jun 15 2009, 01:24 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Jun 15 2009, 01:24 PM) <a href="index.php?act=findpost&pid=328967"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Do Silehard and father Bernard appear at all if standard storyline is skipped?<!--QuoteEnd--></div><!--QuoteEEnd-->Silehard is a standard-storyline-only character. There's governor Brin in the other storylines.
And in the Jack Sparrow storyline, there'll be some messing around with the Jamaica governor every now and then.
First there'll be Brin, until he's replaced with governor Swan and then Beckett also takes over the position of governor at times.
Most governors end up using the original Silehard dialog file though, so you can just add to that and it should be fine. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid="
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Father Bernard is a generally available character if I recall correctly.
<!--quoteo(post=328967:date=Jun 15 2009, 01:24 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Jun 15 2009, 01:24 PM) <a href="index.php?act=findpost&pid=328967"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Which town is 'QC' now?<!--QuoteEnd--></div><!--QuoteEEnd-->Pirate Settlement on Nevis.
<!--quoteo(post=328967:date=Jun 15 2009, 01:24 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Jun 15 2009, 01:24 PM) <a href="index.php?act=findpost&pid=328967"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Visited Port-au-Prince (what a good music!) and noticed I couldn't walk through an added cart in the street. Can 'we' change walkingfiles?<!--QuoteEnd--></div><!--QuoteEEnd-->Which added cart is that? I'm not near my game, so I can't check right now.
I imagine it was placed on the spot where a different thing used to be; I don't think any walk file modification was done.
However, Maya + tools should enable us to do pretty much all we want, including changing walk files and fixing lighting and who knows what.
We've only just begun experimenting with what is possible. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid="

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