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Bug Quest can't be completed...De Foe again?!

Ok, I found it. In Daniel Defoe_dialog.c the very first block is causing the troubles later on.

if(CheckAttribute(Pchar,"quest.defoes_cabin") && Pchar.quest.defoes_cabin == "talk_over")
{
PlaySound("VOICE\ENGLISH\defoe_again.wav");
NPChar.dlgover = true;
Diag.TempNode = "First time";
DialogExit();

I have now exchanged it like this

if(CheckAttribute(Pchar,"quest.defoes_cabin") && Pchar.quest.defoes_cabin == "talk_over")
{
/*
PlaySound("VOICE\ENGLISH\defoe_again.wav");
NPChar.dlgover = true;
Diag.TempNode = "First time";
DialogExit();
*/
PlaySound("VOICE\ENGLISH\defoe_meet.wav");
Dialog.text = DLG_TEXT[8];
link.l1 = DLG_TEXT[9];
link.l1.go = "exit";

Used your savegame, simulated that the first (exchanged) block had been talked through by talking to Defoe once before getting close to
Grandma and her dialogs. Works. Probably fixes the other Defoe quest stop too.

I'll continue a complete playthrough with this change before I say hurrah.
 
@FrozenHeart : Here is a small bugfix pack.

The 2 Defoe problems are now fixed.
Found 2 more bugs when playing through it all:
You could get stuck at the swivel gun in the wood tower.
Torches in the mine had become invisible.
Part 1 is finished when the guy with the bad accent arrives.
(These files will be included in my next upload as well)
 

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  • bugfixes WR1.7z
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