I even reverted the changes in the dialog files in case that made a difference, but the door stays locked, making it impossible to progress with the starting quest. Maybe if I keep waiting, it will be daytime and I'll be able to neter the church during regular opening hours, but that's hardly a solution. Is this a known issue?
EDIT: Well, waiting until morning seems to work, I enter the church and the quest progresses. But atill can't figure out why it was locked at night when it should be open for the quest (and it was the first time).
compile.log, in case that can shed some light. I loaded my save in the prison after dealing with the guards. The fight on the streets proceeds normally and so does the dialog to go to the church.
EDIT: Well, waiting until morning seems to work, I enter the church and the quest progresses. But atill can't figure out why it was locked at night when it should be open for the quest (and it was the first time).
compile.log, in case that can shed some light. I loaded my save in the prison after dealing with the guards. The fight on the streets proceeds normally and so does the dialog to go to the church.
Code:
----------------------------------------
Build 14 (6th July 2021)
Savegame Compatibility: 14.943
----------------------------------------
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 103 entries.
Gauging: Aliases
Gauging: sound
Main_LogoVideo() 0
PauseAllSounds
ResumeAllSounds
Main_LogoVideo() -1
Gauging: initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: towns
Number of locations: 838
Gauging: locations
IslandsInit: 22 islands loaded.
Gauging: islands
Gauging: wdmap
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Items initialization complete. Loaded 1531 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: 1193
InitSounds (English): created 19 entries.
InitMusic: created 103 entries.
Gauging: Aliases
Gauging: infoshow
Gauging: initgame done
Init character names complete.
SETTING MUSIC: music_main_menu
storyline\standard\SL_utils.c was loaded, unloading now...
storyline\standard\quests\both_reaction.c was loaded, unloading now...
storyline\standard\quests\quests_reaction.c was loaded, unloading now...
Done loading
storyline\FreePlay\quests\both_reaction.c not loaded, loading now!
storyline\FreePlay\quests\quests_reaction.c not loaded, loading now!
bool CreateParticleEntity()
!!! Reload to Havana_prison (index=263)
ItemLogic: On load location Havana_prison
ItemLogic: found 0 buttons
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
SETTING MUSIC: music_dungeon
SETTING MUSIC: music_dungeon
Reload: Process started for locator_name = reload1 and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 263
reload_island_index = -1
reload_location_index = 253
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 13, theHour = 23
ItemLogic: On load location Havana_town_05
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\Antidote
Template <follow> -> path not found chr.id = Crewmember_Jean3
Equip Character Ulises Perdiguero with bladeC6 his nation: 2 blade nation=
Equip Character Evaristo Alcolea with blade5 his nation: 2 blade nation=
Equip Character Abulio Rosillo with blade7+2 his nation: 2 blade nation=
Equip Character Rafael Quintero with blade10+1 his nation: 2 blade nation=
Quest name spanishattack FOUND in QuestComplete
SETTING MUSIC: music_spa_town
SETTING MUSIC: music_spa_town
Quest name spanishattack2 FOUND in QuestComplete
SETTING MUSIC: music_bitva
Quest name tochurch FOUND in QuestComplete
SETTING MUSIC: music_spa_town
Reload: Process started for locator_name = reload_4_2_back and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 253
reload_island_index = -1
reload_location_index = 252
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 23, theHour = 23
ItemLogic: On load location Havana_Town_01
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\purse
trying to spawn item: 100gp with rarity=0.90118 itemProb=0.39
trying to spawn item: medical1 with rarity=0.72528 itemProb=1.04
trying to spawn item: 250gp with rarity=0.99591 itemProb=0.26
trying to spawn item: medical2 with rarity=0.17896 itemProb=0.39
trying to spawn item: luckcharm with rarity=0.44254 itemProb=2.6e-002
trying to spawn item: medical1 with rarity=0.32208 itemProb=1.04
Quest name lecroix_remove_spaincommander FOUND in QuestComplete
SETTING MUSIC: music_spa_town
SETTING MUSIC: music_spa_town
Reload: Process started for locator_name = reload_2_3 and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 252
reload_island_index = -1
reload_location_index = 254
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 23, theHour = 23
ItemLogic: On load location Havana_Town_02
ItemLogic: found 0 buttons
SETTING MUSIC: music_spa_town
SETTING MUSIC: music_spa_town
Last edited: