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Odd things after Cozumel

Grey Roger

Sea Dog
Staff member
Administrator
Storm Modder
You've defeated the Black Pearl, you've gone to Port Royale and told the new governor what you did to Silehard, you leave the residence and talk to Danielle. When you return to the port or beach, Danielle talks again about going to see the governor about a reward for Silehard.

The reason is in case "end_game", which is triggered by the videos of the sinking Black Pearl and then the credits:
Code:
LAi_QuestDelay("end_game2", 1.0);
That doesn't seem to work at sea, so case "end_game2" is only triggered when you reach land - and then, when you return to port or a beach, case "Story_AfterFinalOnRedmond2" triggers after you've been further inland and then returned to the port or beach.

Instead, use this:
Code:
PChar.quest.end_game2.win_condition.l1 = "MapEnter";
PChar.quest.end_game2.win_condition = "end_game2";
That triggers "end_game2" when you leave Cozumel, either by worldmap or by direct sail to another island. So the triggers for "Story_AfterFinalOnRedmond2" are already in place by the time you reach Port Royale or a beach.

Also, @Pieter Boelen, what is this supposed to do in case "Story_Danielle_Departs_Exit2"?
Code:
characters[GetCharacterIndex("John Clifford Brin")].dialog = "John Clifford Brin.c"; // PB
If it's supposed to change the governor to use his proper dialog file, it should be:
Code:
characters[GetCharacterIndex("John Clifford Brin")].dialog.Filename = "John Clifford Brin_dialog.c";
And in any case, it will only work if you tell Danielle that you don't want her to stay with you after talking to the governor, which is when "Story_Danielle_Departs_Exit2" happens - it won't do anything if you choose to keep Danielle. The reason that Governor Brin gets his proper dialog is that there's a similar line in "Robert Christopher Silehard_dialog.c" which is run at the end of the dialog where you tell him about Silehard.
 
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