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Fixed Random NPCs not walking around in Jamaica/Santiago/Santo Domingo Town Exit

Grey Roger

Sea Dog
Staff member
Administrator
Storm Modder
The next problem seemed to be that, with the battle over, I went to Santo Domingo outskirts, where there were some random civilians standing around. Not walking, just standing - they stayed fixed to their start positions even after I'd talked to them.

After trying various tweaks to the quest code governing the battle, I tried loading up a savegame from before I'd captured Wolfe and triggered this little quest, then headed straight for Boca de Yuman and then to Santo Domingo outskirts. After going several times between the jungle clearing and outskirts, the civilians eventually showed up and again stood still, which indicates that the problem is not with my battle code or even with the quest.

I've yet to try loading a savegame from a different profile (or starting a new game) and going to Santo Domingo outskirts to see if the civilians then move around. Meanwhile, has anyone else seen odd behaviour on the part of civilians outside Santo Domingo?

If, after the battle, I go the other way towards the buccaneer camp, there are random civilians in the outskirts; these behave normally and do walk around. So do civilians inside Santo Domingo town. The problem seems to be restricted to Santo Domingo outskirts.
 
Isn't that a stock PotC location? I do remember civilians standing still before, but that was a problem with the walk patches in the new VCO-based towns.

Were they indeed the characters with the "Enc_Walker" dialog?

Sounds to me like this should be completely unrelated to your quest work.
 
I rarely go outside Santo Domingo, but there is one outskirts map that has people just standing there. It is the North exit of Port royal and also outside Havana. If they are friendly they just stand there and if they are hostile they just stand there until you get into range. It has been like that since build 13 and I quit mentioning it years ago.
 
The "locations\Town_Redmond\REDexit1" location is indeed used outside Santiago (Cuba) and Santo Domingo (Hispaniola).
Sounds like that is the one. Indeed a stock game location.

It has been like that since build 13 and I quit mentioning it years ago.
I don't remember this one being mentioned before. Of course Build 13 was REALLY a long time ago; half a lifetime ago!
If there are any other things that you know aren't right but you quit mentioning, you'd be welcome to DO mention them again. ;)
 
The model files date & time stamps still match those of the stock game - so maybe even longer than build 13?
 
The location is indeed a mostly stock one. It had a slight modification in the form of a building placed next to the door, the subject of the thread Santo Domingo exit not placed right. Since I'm still using an older version of Build 14, the building is still there, but I doubt that's what's responsible.

If that's normal behaviour for people you meet outside Santo Domingo then I can stop worrying about it. At least it means I don't need to start a new game and go there to see if they still stand still. :D

The obvious question then becomes, what directs the movement of walkers in a location, and why isn't it working in variations of "REDexit1"?
 
For the VCO locations, it was something with the walk patch.
The only thing I remember is that some walk patches were split into several parts. Like sidewalks for ex.
 
There was also something preventing NPCs from walking around normally in Cartagena.
Can't remember who of you three actually solved that one though.
 
Could verywell be a "goto" locator is missing. From what I understand they just follow the goto locators, so if one is missing they can't walk there.
Check which locator file is used here and if its different from one where the people are walking.
If so maybe they are set on the wrong AI in the character init.
 
Could verywell be a "goto" locator is missing. From what I understand they just follow the goto locators, so if one is missing they can't walk there.
Check which locator file is used here and if its different from one where the people are walking.
If so maybe they are set on the wrong AI in the character init.
According to the TOOL, there ARE no "goto" locators. That might explain a lot then. :cheeky

I wonder if @Bartolomeu o Portugues or @Jack Rackham would be willing to add some to see if that helps.
 
Here's a revised locator file, that has stirred up the NPC's a bit,:bounce
It actually worked? Thanks for fixing then! And thanks to @Levis for providing the clue we needed to get it done.
Plus everybody else who contributed.... Cheers all around. :cheers
 
So this is fixed now right?
 
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