save: https://www.dropbox.com/s/s5y4vo5zdq0u6fn/-%3DPlayer%3D-%20Puerto%20Rico.%20San%20Juan%20tavern%20April%2012th%2C%201752?dl=0
something is wrong there. I talked to the barkeeper and he told me that Danielle is in town so now if you walk to the exit door you'll be teleported to the fight. but if you kill every enemy, Danielle wakes up but then nothing happens.
(Maybe the problem is that I'm cursed)
edit:
tried it without being cursed and the game crashed
something is wrong there. I talked to the barkeeper and he told me that Danielle is in town so now if you walk to the exit door you'll be teleported to the fight. but if you kill every enemy, Danielle wakes up but then nothing happens.
(Maybe the problem is that I'm cursed)
edit:
tried it without being cursed and the game crashed
RUNTIME ERROR - file: characters\characters.c; line: 133
Cant create class: NPCharacter
RUNTIME ERROR - file: quests\quests_side.c; line: 1665
invalid index -1 [size:1000]
RUNTIME ERROR - file: quests\quests_side.c; line: 1665
invalid array index
RUNTIME ERROR - file: quests\quests_side.c; line: 1665
function 'SideQuestComplete' stack error
compile log
----------------------------------------
Build 14 Beta 4.1 WIP: 18 June 2016
Savegame Compatibility: 14.932
----------------------------------------
Gauging: StartGauging
Gauging: starting init
Gauging: interface
Gauging: Storylines
Gauging: Profiles
Gauging: starting init
==> BuildSettings: Sets to default
==> BuildSettings: New settings applied
Gauging: load build settings
Gauging: periods
InitNations: NATIONS_QUANTITY=6, bGuest1NationExists=0, bGuest2NationExists=0
Gauging: nations
Gauging: preprocessor
Init encounters complete.
Gauging: enc
Gauging: cann
Gauging: goods
Gauging: ships
IslandsInit: 22 islands loaded.
Gauging: islands
Init weathers complete. 0 weathers found.
Gauging: weather
InitSounds (English): created 19 entries.
InitMusic: created 94 entries.
Gauging: Aliases
Gauging: sound
Main_LogoVideo() 0
PauseAllSounds
ResumeAllSounds
Main_LogoVideo() 1
PauseAllSounds
ResumeAllSounds
Main_LogoVideo() 2
PauseAllSounds
ResumeAllSounds
Main_LogoVideo() 3
PauseAllSounds
ResumeAllSounds
Main_LogoVideo() 4
Gauging: initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: towns
Number of locations: 788
Gauging: locations
IslandsInit: 22 islands loaded.
Gauging: islands
Gauging: wdmap
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Items initialization complete. Loaded 890 items.
Gauging: items
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
==> BuildSettings: Sets to default
==> BuildSettings: New settings applied
Gauging: load options
Gauging: models - Total number of models: 1064
InitSounds (English): created 19 entries.
InitMusic: created 94 entries.
Gauging: Aliases
Gauging: infoshow
Gauging: initgame done
Init character names complete.
SETTING MUSIC: music_main_menu
Done loading
storyline\standard\quests\both_reaction.c not loaded, loading now!
storyline\standard\quests\quests_reaction.c not loaded, loading now!
bool CreateParticleEntity()
!!! Reload to Muelle_port (index=65)
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 6, theHour = 6
ItemLogic: On load location Muelle_port
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\pursem
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
SETTING MUSIC: music_spa_town
SETTING MUSIC: music_spa_town
Reload: Process started for locator_name = reload3_back and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 65
reload_island_index = 2
reload_location_index = -1
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 6, theHour = 6
SEA: sealogin loading island IslaMuelle
SEA: added pchar to sea
SEA: Did CRs
SEA: Did any groups
SEA: added ships
SEA: Set tasks
updated AISea
Seafoam done
Telescope initiated
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
ResumeAllSounds
SEA: SeaLogin end
Sea_FirstInit
FLAGS: The 'San Juan Fort' remembers us as Spanish
Sea_FirstInit done
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
ResumeAllSounds
PauseAllSounds
SETTING MUSIC: music_map
ResumeAllSounds
Force_GetShipType: Maxclass = 7, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Barque1
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
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WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
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WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
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WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Lugger1
Force_GetShipType: Maxclass = 5, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Barque2
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = LuggerVML
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Holland, Type = trade, Loop = 0, Ship ID = PinnaceMedium
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Spain, Type = trade, Loop = 0, Ship ID = BarqueHeavy
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = Yacht1
PauseAllSounds
SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherNum = 103, theDay = 114
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 6, theHour = 14
!gWeatherInit Whr_Generator() - Initialized
SEA: sealogin loading island IslaDeMuerte
SEA: added pchar to sea
SEA: Did CRs
SEA: Did any groups
SEA: added ships
SEA: Set tasks
updated AISea
Seafoam done
Telescope initiated
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
ResumeAllSounds
SEA: SeaLogin end
Sea_FirstInit
Sea_FirstInit done
PauseAllSounds
Reload: Process started for locator_name = reload_1 and lockedReloadLocator =
reload_cur_island_index = 20
reload_cur_location_index = -1
reload_island_index = -1
reload_location_index = 654
Start reload
PauseAllSounds
ReloadStartFade
DS: Player ship was at sea for 11 days
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 14, theHour = 14
ItemLogic: On load location IslaDeMuerte_shore_01
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\potion
SETTING MUSIC: music_treasure_cave
SETTING MUSIC: music_treasure_cave
Reload: Process started for locator_name = reload2_back and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 654
reload_island_index = -1
reload_location_index = 655
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 14, theHour = 14
ItemLogic: On load location Grotto
ItemLogic: found 0 buttons
SETTING MUSIC: music_treasure_cave
SETTING MUSIC: music_treasure_cave
Reload: Process started for locator_name = reload1_back and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 655
reload_island_index = 20
reload_location_index = -1
Not reload to sea, no ships: cur:Grotto from:IslaDeMuerte_shore_01
Reload: Process started for locator_name = reload1_back and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 655
reload_island_index = 20
reload_location_index = -1
Not reload to sea, no ships: cur:Grotto from:IslaDeMuerte_shore_01
Reload: Process started for locator_name = reload1_back and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 655
reload_island_index = 20
reload_location_index = -1
Not reload to sea, no ships: cur:Grotto from:IslaDeMuerte_shore_01
Reload: Process started for locator_name = reload1_back and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 655
reload_island_index = 20
reload_location_index = -1
Not reload to sea, no ships: cur:Grotto from:IslaDeMuerte_shore_01
Reload: Process started for locator_name = reload2_back and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 655
reload_island_index = -1
reload_location_index = 654
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 14, theHour = 15
ItemLogic: On load location IslaDeMuerte_shore_01
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\potion
SETTING MUSIC: music_treasure_cave
SETTING MUSIC: music_treasure_cave
PauseAllSounds
ItemLogic: On unload location
PauseAllSounds
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 15
Equip Character Crewmember with blade27 his nation: 2 blade nation=
Equip Character Crewmember with blade41+2 his nation: 2 blade nation=
Equip Character Crewmember with bladeC35+2 his nation: 2 blade nation=
Equip Character Crewmember with bladeC30+2 his nation: 2 blade nation=
Equip Character Crewmember with blade44+1 his nation: 2 blade nation=2
Equip Character Crewmember with blade44+1 his nation: 2 blade nation=2
Equip Character Crewmember with blade44+1 his nation: 2 blade nation=2
Equip Character Crewmember with blade44 his nation: 2 blade nation=2
Equip Character Crewmember with bladeC35+3 his nation: 2 blade nation=
Equip Character Crewmember with bladeC30+3 his nation: 2 blade nation=
Equip Character Crewmember with bladeC26+3 his nation: 2 blade nation=
Equip Character Crewmember with bladeC30+2 his nation: 2 blade nation=
Equip Character Crewmember with bladeC35+3 his nation: 2 blade nation=
Equip Character Crewmember with blade44+2 his nation: 2 blade nation=2
Equip Character Crewmember with blade40 his nation: 2 blade nation=
Equip Character Crewmember with blade27+3 his nation: 2 blade nation=
Equip Character Crewmember with blade44+2 his nation: 2 blade nation=2
Equip Character Crewmember with bladeC30+2 his nation: 2 blade nation=
ItemLogic: On load location ShipDeck2
ItemLogic: found 0 buttons
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 15
Whr_UpdateWeather finish weather update
SETTING MUSIC: music_fog_sailing
SETTING MUSIC: music_fog_sailing
Quest name gunner_ammo FOUND in CommonQuestComplete
PauseAllSounds
ItemLogic: On unload location
SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 15
SEA: sealogin loading island IslaDeMuerte
SEA: added pchar to sea
SEA: Did CRs
SEA: Did any groups
SEA: added ships
SEA: Set tasks
updated AISea
Seafoam done
Telescope initiated
SETTING MUSIC: music_fog_sailing
SETTING MUSIC: music_fog_sailing
ResumeAllSounds
SEA: SeaLogin end
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 15
Whr_UpdateWeather finish weather update
Sea_FirstInit
Sea_FirstInit done
SETTING MUSIC: music_fog_sailing
SETTING MUSIC: music_fog_sailing
ResumeAllSounds
PauseAllSounds
SETTING MUSIC: music_map
ResumeAllSounds
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Barque3_50
Force_GetShipType: Maxclass = 6, Minclass = 7, Per = Colonial Powers, Nat = Spain, Type = trade, Loop = 0, Ship ID = Yacht2
Force_GetShipType: Maxclass = 4, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Pinnace1
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = SloopBermuda
PauseAllSounds
SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherNum = 114, theDay = 116
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 4
!gWeatherInit Whr_Generator() - Initialized
SEA: added pchar to sea
SEA: Did any groups
SEA: added ships
SEA: Set tasks
updated AISea
Seafoam done
Telescope initiated
SETTING MUSIC: music_night_sailing
SETTING MUSIC: music_night_sailing
ResumeAllSounds
SEA: SeaLogin end
Sea_FirstInit
Sea_FirstInit done
PauseAllSounds
SETTING MUSIC: music_map
ResumeAllSounds
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = FR_Dilligente
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = FR_Hoy
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = BarqueHeavy
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Holland, Type = trade, Loop = 0, Ship ID = Yacht1
Quest name Failed To Deliver Opium To Indians FOUND in SideQuestComplete
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = Yacht1
PauseAllSounds
SEA: SeaLogin begin
CreateCharacter -> character Location fantom character <1> can invalide model(indian2) or animation(man)
LAi_CreateFantomCharacter -> CreateCharacter return false
Quest name Indians will slay you now! FOUND in SideQuestComplete
** Whr: CreateWeatherEnvironment - iCurWeatherNum = 116, theDay = 127
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 4, theHour = 12
!gWeatherInit Whr_Generator() - Initialized
SEA: sealogin loading island IslaMuelle
SEA: added pchar to sea
Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = Spain, Type = trade, Loop = 0, Ship ID = SP_CastelF
Equip Character Piniolo Obregon with blade27 his nation: 2 blade nation=
Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = Spain, Type = trade, Loop = 0, Ship ID = BarqueHeavy
Equip Character Isidro Guillen with blade31-1 his nation: 2 blade nation=
Force_GetShipType: Maxclass = 1, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = war, Loop = 0, Ship ID = Barque3_50
Equip Character Kevin Peart with bladeC30-1 his nation: 0 blade nation=
Force_GetShipType: Maxclass = 1, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = war, Loop = 0, Ship ID = RN_Brig
Equip Character Owaine Wildsmith with blade35 his nation: 0 blade nation=
Force_GetShipType: Maxclass = 2, Minclass = 8, Per = Colonial Powers, Nat = Spain, Type = war, Loop = 0, Ship ID = Brig2
Equip Character Cipriano Fonseca with bladeC35 his nation: 2 blade nation=
Force_GetShipType: Maxclass = 2, Minclass = 8, Per = Colonial Powers, Nat = Spain, Type = war, Loop = 0, Ship ID = RN_RaaFrigate
Equip Character Carlos Cieza with bladeC30 his nation: 2 blade nation=
SEA: Did CRs
SEA: Did any groups
SEA: added ships
SEA: Set tasks
updated AISea
Seafoam done
Telescope initiated
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
ResumeAllSounds
SEA: SeaLogin end
Sea_FirstInit
FLAGS: The 'San Juan Fort' is out of range so can neither remember nor forget us
Sea_FirstInit done
PauseAllSounds
Reload: Process started for locator_name = reload_1 and lockedReloadLocator =
reload_cur_island_index = 2
reload_cur_location_index = -1
reload_island_index = -1
reload_location_index = 65
Start reload
PauseAllSounds
ReloadStartFade
DS: Player ship was at sea for 13 days
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 12, theHour = 12
ItemLogic: On load location Muelle_port
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\pursem
trying to spawn item: potion1 with rarity=0.84763 itemProb=0.255
trying to spawn item: potion1 with rarity=0.44724 itemProb=0.255
trying to spawn item: mineral1 with rarity=0.77478 itemProb=0.136
trying to spawn item: 250gp with rarity=0.83749 itemProb=0.34
trying to spawn item: medical2 with rarity=0.5607 itemProb=0.51
trying to spawn item: bladekit with rarity=1.2726e-002 itemProb=0.17
trying to spawn item: potion4 with rarity=0.86096 itemProb=0.255
trying to spawn item: 250gp with rarity=0.11954 itemProb=0.34
trying to spawn item: potion1 with rarity=0.83389 itemProb=0.255
trying to spawn item: indian16 with rarity=6.0486e-002 itemProb=8.5e-002
trying to spawn item: potion1 with rarity=9.7778e-002 itemProb=0.255
trying to spawn item: indian7 with rarity=0.1553 itemProb=0.17
SETTING MUSIC: music_spa_town
SETTING MUSIC: music_spa_town
Reload: Process started for locator_name = reload2 and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 65
reload_island_index = -1
reload_location_index = 66
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 12, theHour = 12
ItemLogic: On load location Muelle_town_01
ItemLogic: found 0 buttons
ItemLogic -> randItem draw: no model for item Muelle_town_01.indian4
ItemLogic: Loaded model items\\potion
SETTING MUSIC: music_spa_town
SETTING MUSIC: music_spa_town
Reload: Process started for locator_name = fakeReload and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 66
reload_island_index = -1
reload_location_index = 73
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
ItemLogic: On load location Muelle_Tavern
ItemLogic: found 0 buttons
SETTING MUSIC: music_tavern
SETTING MUSIC: music_tavern
Reload: Process started for locator_name = fakeReload and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 73
reload_island_index = -1
reload_location_index = 662
Start reload
Quest name movie_with_fight_complete FOUND in QuestComplete
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 12, theHour = 23
!gWeatherInit Whr_Generator() - Initialized
ItemLogic: On load location Quest_Muelle_town_01
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\purse
ItemLogic: Loaded model items\\potion
Quest name to_quest_muelle_complete FOUND in QuestComplete
SETTING MUSIC: music_bitva
SETTING MUSIC: music_bitva
SETTING MUSIC: music_bitva
Cant create class: NPCharacter
RUNTIME ERROR - file: quests\quests_side.c; line: 1665
invalid index -1 [size:1000]
RUNTIME ERROR - file: quests\quests_side.c; line: 1665
invalid array index
RUNTIME ERROR - file: quests\quests_side.c; line: 1665
function 'SideQuestComplete' stack error
compile log
----------------------------------------
Build 14 Beta 4.1 WIP: 18 June 2016
Savegame Compatibility: 14.932
----------------------------------------
Gauging: StartGauging
Gauging: starting init
Gauging: interface
Gauging: Storylines
Gauging: Profiles
Gauging: starting init
==> BuildSettings: Sets to default
==> BuildSettings: New settings applied
Gauging: load build settings
Gauging: periods
InitNations: NATIONS_QUANTITY=6, bGuest1NationExists=0, bGuest2NationExists=0
Gauging: nations
Gauging: preprocessor
Init encounters complete.
Gauging: enc
Gauging: cann
Gauging: goods
Gauging: ships
IslandsInit: 22 islands loaded.
Gauging: islands
Init weathers complete. 0 weathers found.
Gauging: weather
InitSounds (English): created 19 entries.
InitMusic: created 94 entries.
Gauging: Aliases
Gauging: sound
Main_LogoVideo() 0
PauseAllSounds
ResumeAllSounds
Main_LogoVideo() 1
PauseAllSounds
ResumeAllSounds
Main_LogoVideo() 2
PauseAllSounds
ResumeAllSounds
Main_LogoVideo() 3
PauseAllSounds
ResumeAllSounds
Main_LogoVideo() 4
Gauging: initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: towns
Number of locations: 788
Gauging: locations
IslandsInit: 22 islands loaded.
Gauging: islands
Gauging: wdmap
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Items initialization complete. Loaded 890 items.
Gauging: items
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
==> BuildSettings: Sets to default
==> BuildSettings: New settings applied
Gauging: load options
Gauging: models - Total number of models: 1064
InitSounds (English): created 19 entries.
InitMusic: created 94 entries.
Gauging: Aliases
Gauging: infoshow
Gauging: initgame done
Init character names complete.
SETTING MUSIC: music_main_menu
Done loading
storyline\standard\quests\both_reaction.c not loaded, loading now!
storyline\standard\quests\quests_reaction.c not loaded, loading now!
bool CreateParticleEntity()
!!! Reload to Muelle_port (index=65)
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 6, theHour = 6
ItemLogic: On load location Muelle_port
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\pursem
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
SETTING MUSIC: music_spa_town
SETTING MUSIC: music_spa_town
Reload: Process started for locator_name = reload3_back and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 65
reload_island_index = 2
reload_location_index = -1
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 6, theHour = 6
SEA: sealogin loading island IslaMuelle
SEA: added pchar to sea
SEA: Did CRs
SEA: Did any groups
SEA: added ships
SEA: Set tasks
updated AISea
Seafoam done
Telescope initiated
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
ResumeAllSounds
SEA: SeaLogin end
Sea_FirstInit
FLAGS: The 'San Juan Fort' remembers us as Spanish
Sea_FirstInit done
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
ResumeAllSounds
PauseAllSounds
SETTING MUSIC: music_map
ResumeAllSounds
Force_GetShipType: Maxclass = 7, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Barque1
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Lugger1
Force_GetShipType: Maxclass = 5, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Barque2
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = LuggerVML
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Holland, Type = trade, Loop = 0, Ship ID = PinnaceMedium
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Spain, Type = trade, Loop = 0, Ship ID = BarqueHeavy
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = Yacht1
PauseAllSounds
SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherNum = 103, theDay = 114
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 6, theHour = 14
!gWeatherInit Whr_Generator() - Initialized
SEA: sealogin loading island IslaDeMuerte
SEA: added pchar to sea
SEA: Did CRs
SEA: Did any groups
SEA: added ships
SEA: Set tasks
updated AISea
Seafoam done
Telescope initiated
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
ResumeAllSounds
SEA: SeaLogin end
Sea_FirstInit
Sea_FirstInit done
PauseAllSounds
Reload: Process started for locator_name = reload_1 and lockedReloadLocator =
reload_cur_island_index = 20
reload_cur_location_index = -1
reload_island_index = -1
reload_location_index = 654
Start reload
PauseAllSounds
ReloadStartFade
DS: Player ship was at sea for 11 days
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 14, theHour = 14
ItemLogic: On load location IslaDeMuerte_shore_01
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\potion
SETTING MUSIC: music_treasure_cave
SETTING MUSIC: music_treasure_cave
Reload: Process started for locator_name = reload2_back and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 654
reload_island_index = -1
reload_location_index = 655
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 14, theHour = 14
ItemLogic: On load location Grotto
ItemLogic: found 0 buttons
SETTING MUSIC: music_treasure_cave
SETTING MUSIC: music_treasure_cave
Reload: Process started for locator_name = reload1_back and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 655
reload_island_index = 20
reload_location_index = -1
Not reload to sea, no ships: cur:Grotto from:IslaDeMuerte_shore_01
Reload: Process started for locator_name = reload1_back and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 655
reload_island_index = 20
reload_location_index = -1
Not reload to sea, no ships: cur:Grotto from:IslaDeMuerte_shore_01
Reload: Process started for locator_name = reload1_back and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 655
reload_island_index = 20
reload_location_index = -1
Not reload to sea, no ships: cur:Grotto from:IslaDeMuerte_shore_01
Reload: Process started for locator_name = reload1_back and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 655
reload_island_index = 20
reload_location_index = -1
Not reload to sea, no ships: cur:Grotto from:IslaDeMuerte_shore_01
Reload: Process started for locator_name = reload2_back and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 655
reload_island_index = -1
reload_location_index = 654
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 14, theHour = 15
ItemLogic: On load location IslaDeMuerte_shore_01
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\potion
SETTING MUSIC: music_treasure_cave
SETTING MUSIC: music_treasure_cave
PauseAllSounds
ItemLogic: On unload location
PauseAllSounds
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 15
Equip Character Crewmember with blade27 his nation: 2 blade nation=
Equip Character Crewmember with blade41+2 his nation: 2 blade nation=
Equip Character Crewmember with bladeC35+2 his nation: 2 blade nation=
Equip Character Crewmember with bladeC30+2 his nation: 2 blade nation=
Equip Character Crewmember with blade44+1 his nation: 2 blade nation=2
Equip Character Crewmember with blade44+1 his nation: 2 blade nation=2
Equip Character Crewmember with blade44+1 his nation: 2 blade nation=2
Equip Character Crewmember with blade44 his nation: 2 blade nation=2
Equip Character Crewmember with bladeC35+3 his nation: 2 blade nation=
Equip Character Crewmember with bladeC30+3 his nation: 2 blade nation=
Equip Character Crewmember with bladeC26+3 his nation: 2 blade nation=
Equip Character Crewmember with bladeC30+2 his nation: 2 blade nation=
Equip Character Crewmember with bladeC35+3 his nation: 2 blade nation=
Equip Character Crewmember with blade44+2 his nation: 2 blade nation=2
Equip Character Crewmember with blade40 his nation: 2 blade nation=
Equip Character Crewmember with blade27+3 his nation: 2 blade nation=
Equip Character Crewmember with blade44+2 his nation: 2 blade nation=2
Equip Character Crewmember with bladeC30+2 his nation: 2 blade nation=
ItemLogic: On load location ShipDeck2
ItemLogic: found 0 buttons
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 15
Whr_UpdateWeather finish weather update
SETTING MUSIC: music_fog_sailing
SETTING MUSIC: music_fog_sailing
Quest name gunner_ammo FOUND in CommonQuestComplete
PauseAllSounds
ItemLogic: On unload location
SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 15
SEA: sealogin loading island IslaDeMuerte
SEA: added pchar to sea
SEA: Did CRs
SEA: Did any groups
SEA: added ships
SEA: Set tasks
updated AISea
Seafoam done
Telescope initiated
SETTING MUSIC: music_fog_sailing
SETTING MUSIC: music_fog_sailing
ResumeAllSounds
SEA: SeaLogin end
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 15
Whr_UpdateWeather finish weather update
Sea_FirstInit
Sea_FirstInit done
SETTING MUSIC: music_fog_sailing
SETTING MUSIC: music_fog_sailing
ResumeAllSounds
PauseAllSounds
SETTING MUSIC: music_map
ResumeAllSounds
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Barque3_50
Force_GetShipType: Maxclass = 6, Minclass = 7, Per = Colonial Powers, Nat = Spain, Type = trade, Loop = 0, Ship ID = Yacht2
Force_GetShipType: Maxclass = 4, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Pinnace1
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = SloopBermuda
PauseAllSounds
SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherNum = 114, theDay = 116
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 4
!gWeatherInit Whr_Generator() - Initialized
SEA: added pchar to sea
SEA: Did any groups
SEA: added ships
SEA: Set tasks
updated AISea
Seafoam done
Telescope initiated
SETTING MUSIC: music_night_sailing
SETTING MUSIC: music_night_sailing
ResumeAllSounds
SEA: SeaLogin end
Sea_FirstInit
Sea_FirstInit done
PauseAllSounds
SETTING MUSIC: music_map
ResumeAllSounds
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = FR_Dilligente
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = FR_Hoy
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = BarqueHeavy
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Holland, Type = trade, Loop = 0, Ship ID = Yacht1
Quest name Failed To Deliver Opium To Indians FOUND in SideQuestComplete
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = Yacht1
PauseAllSounds
SEA: SeaLogin begin
CreateCharacter -> character Location fantom character <1> can invalide model(indian2) or animation(man)
LAi_CreateFantomCharacter -> CreateCharacter return false
Quest name Indians will slay you now! FOUND in SideQuestComplete
** Whr: CreateWeatherEnvironment - iCurWeatherNum = 116, theDay = 127
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 4, theHour = 12
!gWeatherInit Whr_Generator() - Initialized
SEA: sealogin loading island IslaMuelle
SEA: added pchar to sea
Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = Spain, Type = trade, Loop = 0, Ship ID = SP_CastelF
Equip Character Piniolo Obregon with blade27 his nation: 2 blade nation=
Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = Spain, Type = trade, Loop = 0, Ship ID = BarqueHeavy
Equip Character Isidro Guillen with blade31-1 his nation: 2 blade nation=
Force_GetShipType: Maxclass = 1, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = war, Loop = 0, Ship ID = Barque3_50
Equip Character Kevin Peart with bladeC30-1 his nation: 0 blade nation=
Force_GetShipType: Maxclass = 1, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = war, Loop = 0, Ship ID = RN_Brig
Equip Character Owaine Wildsmith with blade35 his nation: 0 blade nation=
Force_GetShipType: Maxclass = 2, Minclass = 8, Per = Colonial Powers, Nat = Spain, Type = war, Loop = 0, Ship ID = Brig2
Equip Character Cipriano Fonseca with bladeC35 his nation: 2 blade nation=
Force_GetShipType: Maxclass = 2, Minclass = 8, Per = Colonial Powers, Nat = Spain, Type = war, Loop = 0, Ship ID = RN_RaaFrigate
Equip Character Carlos Cieza with bladeC30 his nation: 2 blade nation=
SEA: Did CRs
SEA: Did any groups
SEA: added ships
SEA: Set tasks
updated AISea
Seafoam done
Telescope initiated
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
ResumeAllSounds
SEA: SeaLogin end
Sea_FirstInit
FLAGS: The 'San Juan Fort' is out of range so can neither remember nor forget us
Sea_FirstInit done
PauseAllSounds
Reload: Process started for locator_name = reload_1 and lockedReloadLocator =
reload_cur_island_index = 2
reload_cur_location_index = -1
reload_island_index = -1
reload_location_index = 65
Start reload
PauseAllSounds
ReloadStartFade
DS: Player ship was at sea for 13 days
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 12, theHour = 12
ItemLogic: On load location Muelle_port
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\pursem
trying to spawn item: potion1 with rarity=0.84763 itemProb=0.255
trying to spawn item: potion1 with rarity=0.44724 itemProb=0.255
trying to spawn item: mineral1 with rarity=0.77478 itemProb=0.136
trying to spawn item: 250gp with rarity=0.83749 itemProb=0.34
trying to spawn item: medical2 with rarity=0.5607 itemProb=0.51
trying to spawn item: bladekit with rarity=1.2726e-002 itemProb=0.17
trying to spawn item: potion4 with rarity=0.86096 itemProb=0.255
trying to spawn item: 250gp with rarity=0.11954 itemProb=0.34
trying to spawn item: potion1 with rarity=0.83389 itemProb=0.255
trying to spawn item: indian16 with rarity=6.0486e-002 itemProb=8.5e-002
trying to spawn item: potion1 with rarity=9.7778e-002 itemProb=0.255
trying to spawn item: indian7 with rarity=0.1553 itemProb=0.17
SETTING MUSIC: music_spa_town
SETTING MUSIC: music_spa_town
Reload: Process started for locator_name = reload2 and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 65
reload_island_index = -1
reload_location_index = 66
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 12, theHour = 12
ItemLogic: On load location Muelle_town_01
ItemLogic: found 0 buttons
ItemLogic -> randItem draw: no model for item Muelle_town_01.indian4
ItemLogic: Loaded model items\\potion
SETTING MUSIC: music_spa_town
SETTING MUSIC: music_spa_town
Reload: Process started for locator_name = fakeReload and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 66
reload_island_index = -1
reload_location_index = 73
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
ItemLogic: On load location Muelle_Tavern
ItemLogic: found 0 buttons
SETTING MUSIC: music_tavern
SETTING MUSIC: music_tavern
Reload: Process started for locator_name = fakeReload and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 73
reload_island_index = -1
reload_location_index = 662
Start reload
Quest name movie_with_fight_complete FOUND in QuestComplete
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 12, theHour = 23
!gWeatherInit Whr_Generator() - Initialized
ItemLogic: On load location Quest_Muelle_town_01
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\purse
ItemLogic: Loaded model items\\potion
Quest name to_quest_muelle_complete FOUND in QuestComplete
SETTING MUSIC: music_bitva
SETTING MUSIC: music_bitva
SETTING MUSIC: music_bitva
Last edited: