Ok, I found it. In Daniel Defoe_dialog.c the very first block is causing the troubles later on.
I have now exchanged it like this
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.
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.