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Pre Build 13 Modpack

Danielle Green in Tavern.
"I can't load dialog file [Danielle_dialog.c) assigned for me"

The right Danielle_dialog.c from build 12_upd_18.06.06_small your find in my folder on FTP.

Just unzip it to C:\Program Files\Bethesda Softworks\Pirates of the Caribbean and no need to run the English.bat file for them who don't know.

I compare the old and new file later to see what's wrong.
 
<!--quoteo(post=153149:date=Jul 1 2006, 12:12 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jul 1 2006, 12:12 AM) [snapback]153149[/snapback]</div><div class='quotemain'><!--quotec-->
I'll change the Surrender multiplier and see if it doesn't help things a bit. Thanks.
<!--QuoteEnd--></div><!--QuoteEEnd-->

Have a look at line 1541 in lai_boarding - function CheckForSurrender(). There it is used. A quick glance told me, that 1.0 for this value would prevent surrenders generally form a certain level on.

<!--quoteo(post=153149:date=Jul 1 2006, 12:12 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jul 1 2006, 12:12 AM) [snapback]153149[/snapback]</div><div class='quotemain'><!--quotec-->
I don't like using the return key for dialog either.
<!--QuoteEnd--></div><!--QuoteEEnd-->

On the other hand, I read dialogs more carefully again <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> - as I said: I'm not sure

EDIT: I have made a fix for the Tattoo Mod Bug, mentioned earlier. It's in my folder on FTP, just unzip in your PotC directory (I zipped it, because that way, you don't have to know or move the folder,wehre to put it).

If someone could tell me, where to find the models of the new shipcabins, I'll try to fix the boarding locations bugs (couldn't find them)
 
<!--quoteo(post=153315:date=Jul 1 2006, 02:33 AM:name=Swindler)--><div class='quotetop'>QUOTE(Swindler @ Jul 1 2006, 02:33 AM) [snapback]153315[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=153149:date=Jul 1 2006, 12:12 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jul 1 2006, 12:12 AM) [snapback]153149[/snapback]</div><div class='quotemain'><!--quotec-->
I'll change the Surrender multiplier and see if it doesn't help things a bit. Thanks.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Have a look at line 1541 in lai_boarding - function CheckForSurrender(). There it is used. A quick glance told me, that 1.0 for this value would prevent surrenders generally form a certain level on.
<!--QuoteEnd--></div><!--QuoteEEnd-->
"A quick glance"?? You're a better man than I. I was going to disect those two lines and find out what the numbers were and gave up quickly. I wanted to LogIt() the various variables so I could see what was happening, and decided it was more work than I wanted to do.

I changed the surrender multiplier to 0.1 and I'm fighting through several decks again. Odd that it's always been 1.0, but while I used to get multiple deck fights, I hadn't seen them in a long time. Could you explain a bit more about preventing surrenders from a certain level on? What's the level where they stop, and why?

Thanks.

Hook
 
<!--quoteo(post=153318:date=Jul 1 2006, 10:38 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jul 1 2006, 10:38 AM) [snapback]153318[/snapback]</div><div class='quotemain'><!--quotec-->
"A quick glance"?? You're a better man than I. I was going to disect those two lines and find out what the numbers were and gave up quickly. I wanted to LogIt() the various variables so I could see what was happening, and decided it was more work than I wanted to do.

I changed the surrender multiplier to 0.1 and I'm fighting through several decks again. Odd that it's always been 1.0, but while I used to get multiple deck fights, I hadn't seen them in a long time. Could you explain a bit more about preventing surrenders from a certain level on? What's the level where they stop, and why?
<!--QuoteEnd--></div><!--QuoteEEnd-->

Ok. That might have been a bit of boasting. Don't forget, I'm Swindler <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> . I don't know exactly which level and I'd not say 100% chance for surrender. Here's some code

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
float div = retmax(SURRENDER_SCL_MIN,retmin(SURRENDER_SCL_MAX,...);
<!--c2--></div><!--ec2-->

will always be a value between 0.9 and 1.75.

So:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
rand(20) +
    mskill +
    GetCharacterSkill(&mchr,SKILL_LEADERSHIP) +
    GetCharacterSkill(&mchr,SKILL_SNEAK))) *
    SURRENDER_MULT / div
<!--c2--></div><!--ec2-->
will surely be bigger than
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
eskill +
    GetCharacterSkill(&echr,SKILL_LEADERSHIP)
<!--c2--></div><!--ec2-->

and

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
makefloat(attack)*SURRENDER_MULT / div > defend)
<!--c2--></div><!--ec2-->

will also almost certainly evaluate to true I guess, if your grappling skill is high enough.

<b>Small bugfix:</b>

I noticed: if you start the Vigila Mendes quest while you have already four ships, it's broken: you can start it, but his ship disappears somewhere in never-neverland <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> I made a small fix for this. It's on FTP.
 
IncredibleHat changed the dialog proceed button to ENTER and I kept that change, so that if (because of some quest) a dialog is started while you were fighting, you won't accidentally skip the dialog and end up doing the wrong thing. I believe something like that once happened with the cursed pirates in Redmond. I could reset it to SPACE again though. I find it rather annoying myself to have to move my hand to the ENTER button. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

I'm working on a new update now. I'll also try and playtest myself for a bit.

BTW: It appears that SilverHawk put some files into Swindler's FTP folder. I would like to request everybody to use his/her own FTP folder, just to make sure nothing gets messed up. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

<!--quoteo(post=153054:date=Jun 30 2006, 03:22 AM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Jun 30 2006, 03:22 AM) [snapback]153054[/snapback]</div><div class='quotemain'><!--quotec-->
I commented out a bunch of junk with calculating/finding "NearShips" in the AIShip.c file... and I now seem to have very fluid and smooth gameplay while sailing when any other ships are in the game arena with me.
<!--QuoteEnd--></div><!--QuoteEEnd-->
So changing AIShip.c made it work smooth again? Please download attached file, put it in PROGRAM\SEA_AI and see if the game works smooth with that file.
 
This message gose out to them who can't help playing with file's when you don't need to.

<!--sizeo:6--><span style="font-size:24pt;line-height:100%"><!--/sizeo-->Stop playing with file's when there no wrong<!--sizec--></span><!--/sizec-->

<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->There are a lot's of dialog.c file's that was working fine before the last update and now seem to be a few that don't work.
Please leave them be and if you have to play with them make sure they work before you add for update.<!--sizec--></span><!--/sizec-->
 
<!--quoteo(post=153350:date=Jul 2 2006, 04:02 AM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jul 2 2006, 04:02 AM) [snapback]153350[/snapback]</div><div class='quotemain'><!--quotec-->
This message gose out to them who can't help playing with file's when you don't need to.

<!--sizeo:6--><span style="font-size:24pt;line-height:100%"><!--/sizeo-->Stop playing with file's when there no wrong<!--sizec--></span><!--/sizec-->

<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->There are a lot's of dialog.c file's that was working fine before the last update and now seem to be a few that don't work.
Please leave them be and if you have to play with them make sure they work before you add for update.<!--sizec--></span><!--/sizec-->
<!--QuoteEnd--></div><!--QuoteEEnd-->



Long John Silver had already said this 3 days ago, so your point is what ?
 
<!--quoteo(post=153351:date=Jul 1 2006, 07:15 PM:name=SuoiveD)--><div class='quotetop'>QUOTE(SuoiveD @ Jul 1 2006, 07:15 PM) [snapback]153351[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=153350:date=Jul 2 2006, 04:02 AM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jul 2 2006, 04:02 AM) [snapback]153350[/snapback]</div><div class='quotemain'><!--quotec-->
This message gose out to them who can't help playing with file's when you don't need to.

<!--sizeo:6--><span style="font-size:24pt;line-height:100%"><!--/sizeo-->Stop playing with file's when there no wrong<!--sizec--></span><!--/sizec-->

<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->There are a lot's of dialog.c file's that was working fine before the last update and now seem to be a few that don't work.
Please leave them be and if you have to play with them make sure they work before you add for update.<!--sizec--></span><!--/sizec-->
<!--QuoteEnd--></div><!--QuoteEEnd-->



Long John Silver had already said this 3 days ago, so your point is what ?
<!--QuoteEnd--></div><!--QuoteEEnd-->

I did not see Long John silver comment so ya missed thet.
But my point is as I all ready said <b>Stop playing with file's when there no wrong</b> and if you don't like it hard luck and stop plyaing with file's when there no need, who every it maybe.

It's underminding the hard work them who work on it put in.
 
<!--quoteo(post=153357:date=Jul 2 2006, 05:01 AM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jul 2 2006, 05:01 AM) [snapback]153357[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=153351:date=Jul 1 2006, 07:15 PM:name=SuoiveD)--><div class='quotetop'>QUOTE(SuoiveD @ Jul 1 2006, 07:15 PM) [snapback]153351[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=153350:date=Jul 2 2006, 04:02 AM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jul 2 2006, 04:02 AM) [snapback]153350[/snapback]</div><div class='quotemain'><!--quotec-->
This message gose out to them who can't help playing with file's when you don't need to.

<!--sizeo:6--><span style="font-size:24pt;line-height:100%"><!--/sizeo-->Stop playing with file's when there no wrong<!--sizec--></span><!--/sizec-->

<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->There are a lot's of dialog.c file's that was working fine before the last update and now seem to be a few that don't work.
Please leave them be and if you have to play with them make sure they work before you add for update.<!--sizec--></span><!--/sizec-->
<!--QuoteEnd--></div><!--QuoteEEnd-->



Long John Silver had already said this 3 days ago, so your point is what ?
<!--QuoteEnd--></div><!--QuoteEEnd-->

I did not see Long John silver comment so ya missed thet.
But my point is as I all ready said <b>Stop playing with file's when there no wrong</b> and if you don't like it hard luck and stop plyaing with file's when there no need, who every it maybe.

It's underminding the hard work them who work on it put in.
<!--QuoteEnd--></div><!--QuoteEEnd-->


Still can't figure out where you are coming from ?

The only people that have been working with the code are Swindler, Hook & Pieter. There might be 1 or 2 others that have as well, but all of them know what they are doing.
So what is your point ?
 
Pieter: Sorry about the "Return" thing... I thought I removed my specific default changes from that init_pc.c file before archiving it. It was NOT my intention for you to use the "Return" key for dialog affirm.

Sorry! You can put it back for the next rev... so people are more accustomed to the prior defaults.

I will try the ShipsAI file you posted. I had been out doing updates to the dock all morning, and havnt had a chance to play! I'm havin withdrawls !

As for the "Stop playing with file's when there no wrong"... I'm pulling a blank too. Speaking for the things I futzed with, everything I did was to better something that was not as good as it could have been. I hope you don't consider those sorts of updates as "when there no wrong".
 
How do I change the setting back to the Space Bar from the Return key for the dialogue affirm ?
 
<!--quoteo(post=153365:date=Jul 1 2006, 08:40 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Jul 1 2006, 08:40 PM) [snapback]153365[/snapback]</div><div class='quotemain'><!--quotec-->
As for the "Stop playing with file's when there no wrong"... I'm pulling a blank too. Speaking for the things I futzed with, everything I did was to better something that was not as good as it could have been. I hope you don't consider those sorts of updates as "when there no wrong".
<!--QuoteEnd--></div><!--QuoteEEnd-->

Not haveing a go at any other then who every don't make sure it's work's 1st befor he/she put's it in for next update.
Please test your flie's 1st.

The file's
Everard Gordon_dialog.c
Charles Windem_dialog.c
Friedrich Corleis_dialog.c
Faust gasqnet (got stuck)
and the latest one Danielle_dialog.c
all working fine before the update but after update don't. So somethink wrong here.
 
Ok, I figured out how to change the setting so that I don't need to press Enter with the Dialogue affirm. I changed it back to the Space Bar.
 
<!--quoteo(post=153366:date=Jul 1 2006, 02:44 PM:name=SuoiveD)--><div class='quotetop'>QUOTE(SuoiveD @ Jul 1 2006, 02:44 PM) [snapback]153366[/snapback]</div><div class='quotemain'><!--quotec-->
How do I change the setting back to the Space Bar from the Return key for the dialogue affirm ?
<!--QuoteEnd--></div><!--QuoteEEnd-->

In the init_pc.c file, change...
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->CI_CreateAndSetControls( "DialogControls", "DlgAction", CI_GetKeyCode("VK_RETURN"), 0, false );<!--c2--></div><!--ec2-->
...to...
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->CI_CreateAndSetControls( "DialogControls", "DlgAction", CI_GetKeyCode("VK_SPACE"), 0, false );<!--c2--></div><!--ec2-->

Silverhawk: I've had the dialog with Faust a few times without problems. The tavernkeeper dialogs were an easy fix. Haven't done any dialog with Danielle yet, what's it doing?

EDIT: Quit the game right after you try to talk to Danielle and get the error and look in your compile.log file. It should tell you what line gave the error that prevented the dialog from being loaded. Post the message from the compile.log here.

It would be nice if we could get someone to do full testing before every update was released, but I don't think that's going to happen. This is not a finished game, but a work in progress. We are ALL alpha testers for this. I'd suggest if you just want to play and not test, make a copy of the game before you install an update. That way you can go back if you want. When you're happy with a new updated, you can delete older copies of the game.

If you're not familiar with the term "alpha testers", it's like "beta testers" but with an earlier version of the game. By the time a beta tester gets the game, it's expected to work. Alpha testers get a game that may or may not work at all.

Hook
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Mates,

I notice some problem to start boarding.
Sometime when I'm next to a ship the boarding icon doesn't appear and I can't board that.

This problem occurs sometime at high rank level (I have level 28), never had this problem with low level.

Anybody else have this problem?

<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> bye,bye,
giuliootto
 
<!--quoteo(post=153381:date=Jul 1 2006, 04:44 PM:name=giuliootto)--><div class='quotetop'>QUOTE(giuliootto @ Jul 1 2006, 04:44 PM) [snapback]153381[/snapback]</div><div class='quotemain'><!--quotec-->
I notice some problem to start boarding.
Sometime when I'm next to a ship the boarding icon doesn't appear and I can't board that.

This problem occurs sometime at high rank level (I have level 28), never had this problem with low level.

Anybody else have this problem?
<!--QuoteEnd--></div><!--QuoteEEnd-->
I've had the problem. Sometimes the boarding icon never comes up no matter where I am in relation to the ship, and I end up having to sink it. I don't think it depends on character level. I've never had a character at level 28. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

The French ships guarding Oxbay originally were unable to be boarded. There's a line in buildsettings.h that turns this back on:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->#define ENABLE_CAPTURE_FRENCH_SQUADRON  1  // type=bool, desc="set to 1 to enable boarding ships of French squadron blocking Oxbay."<!--c2--></div><!--ec2-->

... but it's been set to 1 for as long as I can remember.

There may be some leftover code somewhere that affects other ships.

Hook
 
<!--quoteo(post=153374:date=Jul 1 2006, 09:33 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jul 1 2006, 09:33 PM) [snapback]153374[/snapback]</div><div class='quotemain'><!--quotec-->
Silverhawk: I've had the dialog with Faust a few times without problems. The tavernkeeper dialogs were an easy fix. Haven't done any dialog with Danielle yet, what's it doing?
EDIT: Quit the game right after you try to talk to Danielle and get the error and look in your compile.log file. It should tell you what line gave the error that prevented the dialog from being loaded. Post the message from the compile.log here.<!--QuoteEnd--></div><!--QuoteEEnd-->
Danielle been sorted read up. I put a working copy in FTP in my folder. BTW you say quit the game then look up error and then compile. umm how.
<!--quoteo(post=153374:date=Jul 1 2006, 09:33 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jul 1 2006, 09:33 PM) [snapback]153374[/snapback]</div><div class='quotemain'><!--quotec-->
It would be nice if we could get someone to do full testing before every update was released, but I don't think that's going to happen. This is not a finished game, but a work in progress. We are ALL alpha testers for this. I'd suggest if you just want to play and not test, make a copy of the game before you install an update. That way you can go back if you want. When you're happy with a new updated, you can delete older copies of the game.<!--QuoteEnd--></div><!--QuoteEEnd-->
Be nice if the one who put's what there working on in update, test there own work is ok 1st. If they have done that and it seem fine but gose wrong later, then must be a conflict with another file.
What got me was all that work you guy's put in to get the update 28.06.06 ready only to have new bug.s from file's that was ok before.
<!--quoteo(post=153374:date=Jul 1 2006, 09:33 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jul 1 2006, 09:33 PM) [snapback]153374[/snapback]</div><div class='quotemain'><!--quotec-->
If you're not familiar with the term "alpha testers", it's like "beta testers" but with an earlier version of the game. By the time a beta tester gets the game, it's expected to work. Alpha testers get a game that may or may not work at all.
Hook<!--QuoteEnd--></div><!--QuoteEEnd-->
Ya I know all about it done that been there <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> Help out on other game's. Seen good and bad side of it. I hate to see POTC go bad over silly thing's, would be sad
 
New bugs come up from an update to fix old bugs ??? UNHEARD OF!!! LOL <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

Seriously... basically every program out for the PC is like this. When they update something, its inevitable that its got new bugs in it. Thats why programs constantly have a billion update patches, hehehe.

As for this Post Build Mod 12, Alpha Build Mod 13... it is just that. It is a work that is being built and tested by everyone here. No where does it claim it is a stable release. That will be when Build Mod 13 actually gets its official name, and is a FULL massive release.

As for people not testing their own stuff first, once? I am sure everyone does. It is hard to go in and mess with code, and simply NOT try it out before you submit it to pieter for inclusion.

As for the Dialogs thing... that has got to ge some sort of old file mixing in with new content by accident sort of thing. However, we have come across it, noted it, and fixed the issue, so it will be fixed in the next update. That is the good that comes from us all testing each patch. So that we can find a final and stable build that can be labeled #13.

Maybe its just that the #13 is making this build go so long... its doomed to have errors due to the superstitious nature of its name <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

Anyhow... if you want stability, then go back to 12.1 and wait till 13 comes out as a noted stable release. Or continue to help out testing and finding these blastid bugs!
 
<!--quoteo(post=153398:date=Jul 1 2006, 07:49 PM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jul 1 2006, 07:49 PM) [snapback]153398[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=153374:date=Jul 1 2006, 09:33 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jul 1 2006, 09:33 PM) [snapback]153374[/snapback]</div><div class='quotemain'><!--quotec-->
Silverhawk: I've had the dialog with Faust a few times without problems. The tavernkeeper dialogs were an easy fix. Haven't done any dialog with Danielle yet, what's it doing?
EDIT: Quit the game right after you try to talk to Danielle and get the error and look in your compile.log file. It should tell you what line gave the error that prevented the dialog from being loaded. Post the message from the compile.log here.<!--QuoteEnd--></div><!--QuoteEEnd-->
Danielle been sorted read up. I put a working copy in FTP in my folder. BTW you say quit the game then look up error and then compile. umm how.<!--QuoteEnd--></div><!--QuoteEEnd-->
All you did was upload the old version of the Danielle dialog file. Sorry, but this is *NOT* "sorted".

If you don't understand "look in your compile.log file" then it'll be quicker for me to play through the game and test it myself than it will to try to talk you through it. If you turn on logging in engine.ini, you'll get the compile.log, error.log and system.log files. Search the forum for how to do this, there's a thread about it.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Be nice if the one who put's what there working on in update, test there own work is ok 1st. If they have done that and it seem fine but gose wrong later, then must be a conflict with another file.
What got me was all that work you guy's put in to get the update 28.06.06 ready only to have new bug.s from file's that was ok before.<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree. Apparently some code was copied and pasted from other files, and the tavern keeper dialog files were referencing a non-existent variable, so the dialogs couldn't be loaded. I don't know who changed the code, possibly Pieter himself. But if they'd played through the tutorial before uploading the changes, they would have noticed quickly. But to play through the entire game every time before uploading changes is a little difficult. Maybe someone will volunteer to do this. Hint, hint.

EDIT: I found the error in danielle_dialog.c. The error.log file had the location, not the compile.log file. Look at line 22 and change

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    if(strcut(NextDialog.CurrentNode, 0, 3) == "flag") // KK<!--c2--></div><!--ec2-->
...to...
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    if(strcut(NextDiag.CurrentNode, 0, 3) == "flag")  // LDH fix<!--c2--></div><!--ec2-->

It turns out Tobias' dialog is also messed up. It will exit the dialog before you have a chance to go through it. If you cycle the space bar (or return key, if yours is set that way) as fast as you can, you'll get through the dialog. If you wait even a second, the dialog goes away and the quest is broken. I'm looking for the fix now.

Hook
 
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