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Fixed Sidequests for Additional Storylines

Good luck copying anything from the "Bartolomeu" code to lock Will Turner's door. I can't find a suitable line. ;) What I do find in "PROGRAM\QUESTS\quests_side.c", among the code for the "Jackpot" quest (the code name for the "Silver Train" side quest) is:
Code:
  //   locations[FindLocation("Tortuga_town_01")].reload.l6.disable = 0;
   locations[FindLocation("Tortuga_port")].reload.l18.disable = 0;       //JRH: moved Will Turner's house
That, I'm guessing, is where Will Turner's house is unlocked. I can't see anything in the "quests_reaction.c" for "JackSparrow" referring to these locations, but a corresponding line with "disable = 1" added somewhere suitable would probably do the job.

Peter Blood isn't doing any harm being there. You can talk to him and he'll say something which is basically a semi-polite way of telling you to get lost; if you know why he's there then you'll probably know why he doesn't say what he'd normally say. It would probably take a single line of code to make him disappear, if anyone is bothered by his continued presence. xD

I did find the responsible line for disabling the "Elizabeth Swann's Disappearance" quest. That's why I went to the Cayman governor to check that it had been properly disabled. ;) If Bartolomeu has his own appointment with Davy Jones then that would explain the reason.
 
I just noticed something.... I think it is quite worth testing the Peter Blood sidequest in the Assassin storyline!
As far as the code is concerned, Peter Blood is still Bartolomeu o Portugues, but there is an actual Bartolomeu character used in that storyline too.
It looks like they do have unique IDs, but I fear his dialog for the sidequest is going to be wrong.

Good luck copying anything from the "Bartolomeu" code to lock Will Turner's door. I can't find a suitable line. ;) What I do find in "PROGRAM\QUESTS\quests_side.c", among the code for the "Jackpot" quest (the code name for the "Silver Train" side quest) is:
Code:
  //   locations[FindLocation("Tortuga_town_01")].reload.l6.disable = 0;
   locations[FindLocation("Tortuga_port")].reload.l18.disable = 0;       //JRH: moved Will Turner's house
That, I'm guessing, is where Will Turner's house is unlocked. I can't see anything in the "quests_reaction.c" for "JackSparrow" referring to these locations, but a corresponding line with "disable = 1" added somewhere suitable would probably do the job.
Looks like you are right. I am thinking now that ANSEL didn't test on a brand new game, so that sidequest was probably already enabled before my fix was applied.
Which means that this is already OK.

Peter Blood isn't doing any harm being there. You can talk to him and he'll say something which is basically a semi-polite way of telling you to get lost; if you know why he's there then you'll probably know why he doesn't say what he'd normally say. It would probably take a single line of code to make him disappear, if anyone is bothered by his continued presence. xD
This should do the trick:
Code:
ChangeCharacterAddress(characterFromID("Bartolomeu o Portugues"), "none", "");
 
More side quest news from "Bartolomeu":
"Hard Labours of an Assassin" and "Strange Things Going On In The Caribbean" fully completed.

Cargo for Thomas O'Reilly - completed successfully, no sign of the follow-up smuggling quest, possibly because about the first thing I did when I visited St. Pierre much earlier in the game was to help Turpin Cabanel bust the smuggling ring. :D
The French Pirate In The Tavern - completed with minor problems. When we attacked the guard at the canyon mine, the message about the fort commandant sending reinforcements appeared twice. The "reinforcements" each appeared to be only one soldier; when all the mine guards were dead, I went round the corner and saw one soldier charging towards me with another one some way behind. No similar messages appeared during the fights with the convoy at the jungle junction or at Grey Rock Beach. But when the beach fight was over, loot was divided and ships failed to appear. I went back to the jungle, then to the beach again and this time the ships were there.
Vogelstruijs - completed but with problems sufficient to warrant their own thread.
 
The French Pirate In The Tavern - completed with minor problems. When we attacked the guard at the canyon mine, the message about the fort commandant sending reinforcements appeared twice. The "reinforcements" each appeared to be only one soldier; when all the mine guards were dead, I went round the corner and saw one soldier charging towards me with another one some way behind. No similar messages appeared during the fights with the convoy at the jungle junction or at Grey Rock Beach. But when the beach fight was over, loot was divided and ships failed to appear. I went back to the jungle, then to the beach again and this time the ships were there.
I thought I put some code in place to prevent the reinforcements there? :shock
What ships failed to appear?
 
I thought I put some code in place to prevent the reinforcements there? :shock
What ships failed to appear?
Mine. They're supposed to be teleported to Grey Rock beach so they can load the silver. They were, but only after I left the beach and then returned.
 
I never thought about going into the jungle and then returning. I walk along the beach until the ship icon appears. Or do I just hit "enter" and go to the ship deck from there? Don't remember.
 
Surprisingly I met Mr. Pieter in a pirate haven; accepted the mission.
10.jpg
Once I went to Santiago, I talked to the officer then we automatically shifted onto the shores.

There we started fighting, and I keep hitting the spaniard but he doesn't get hurt a bit.. I kept reloading but still the same situation. Sometimes he brings 10 soldiers.. and in other times upon reloading the save, the soldiers are stuck in the back and it's only me & the soldier.. but i keep hitting & hitting and nothing happens to him.

Is this intended or is it a glitch?

Ps. when I die, nothing happens the screen remains the same with the soldier standing beside me.. and as you can see in the 2nd screenshot, the soldiers standing back there stay there without coming to me.
11.jpg
 
^ Does anyone remember how that sidequest is supposed to go?

There we started fighting, and I keep hitting the spaniard but he doesn't get hurt a bit.. I kept reloading but still the same situation. Sometimes he brings 10 soldiers.. and in other times upon reloading the save, the soldiers are stuck in the back and it's only me & the soldier.. but i keep hitting & hitting and nothing happens to him.
This is the walkthrough we've got: http://www.piratesahoy.net/wiki/help-turks-settlement/
 
Oh so i must kill soldiers then talk to Diego?
I will try it in an hour; I hope i'd be able to bring 5 crew with me, because theres lots of soldiers and poor Mr. Jongh still new to this world.

Thanks Pieter for the guide, i'll run it through soon. :)
 
Wow, too hard.. i guess another quest i'll have to abandon.. at the same time it will ruin my game if i use godmode so i'll stick to privateering and stay away from potc missions.

So after my 4 officers are dead, along with the 5 crewmen i bought along.. this is what remains.. (and i used all 12 shots to kill soldiers from afar).
And where did you run off to Pieter? I thought you were supposed to protect me :p
 

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That looks like the reinforcements bug. For every soldier you kill two more come running up. :duel::ko
 
Indeed did you see any "Fort commander sends reinforcements" messages on your screen?
If so, then the fight is indeed harder than intended and needs to be fixed.
Shouldn't be possible though since that no longer occurs outside port/town locations.
 
I didn't really recognize the messages incoming.. all my attention was devoted towards killing those brassheads :p
But on the contrary, my difficulty level is Adventurer.. which is 3/4 difficulty.

Is there any guidelines in this forum that shows what specific changes are resulted in the increasing of difficulty?
 
I see, thanks.
Hope the other Pieter quests don't have a mongol army rushing down on me!
 
@ANSEL: I just went through your findings on the Jack Sparrow sidequests and got the following:

"Armand the Corsair-Help the church": OK
"Saving Askays brother": OK
"Sao Fengs missing Bodyguards": Need to be looked all over by someone who has the skills and energy
http://www.piratesahoy.net/threads/sidequests-for-additional-storylines.20555/page-15#post-507226

"The French Pirate in The Tavern": OK
"Gentleman Jocard, A Slaver": OK
"Gentleman Jocard, Free the Slaves": OK
" Capt. Chevalle": OK
"Rescue his Ship": OK
"Villanueva": OK
"Help two Pirates": OK
"Escort Vigila Mendez Ship": OK
"Zaid Murros Problem": OK
"Lucas the Admirals Son": OK
" Justine Le Moigne": Not quite Ok
http://www.piratesahoy.net/threads/sidequests-for-additional-storylines.20555/page-15#post-507364

Am I missing out on something?
 
@ANSEL: I just went through your findings on the Jack Sparrow sidequests and got the following:

"Armand the Corsair-Help the church": OK
"Saving Askays brother": OK
"Sao Fengs missing Bodyguards": Need to be looked all over by someone who has the skills and energy
http://www.piratesahoy.net/threads/sidequests-for-additional-storylines.20555/page-15#post-507226

"The French Pirate in The Tavern": OK
"Gentleman Jocard, A Slaver": OK
"Gentleman Jocard, Free the Slaves": OK
" Capt. Chevalle": OK
"Rescue his Ship": OK
"Villanueva": OK
"Help two Pirates": OK
"Escort Vigila Mendez Ship": OK
"Zaid Murros Problem": OK
"Lucas the Admirals Son": OK
" Justine Le Moigne": Not quite Ok
http://www.piratesahoy.net/threads/sidequests-for-additional-storylines.20555/page-15#post-507364

Am I missing out on something?
No, I dont think so.
 
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