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:
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.
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.
Code:
// locations[FindLocation("Tortuga_town_01")].reload.l6.disable = 0;
locations[FindLocation("Tortuga_port")].reload.l18.disable = 0; //JRH: moved Will Turner's house
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.
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.