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Cannot Confirm treasure Bug

Johanno

Sailor Apprentice
Storm Modder
I've encountered a treasure bug in the message log it said treasure already marked (or something like that).
error log:
Code:
RUNTIME ERROR - file: dialog.c; line: 414
incorrect argument index
RUNTIME ERROR - file: characters\characterUtilite.c; line: 396
invalid index -1 [size:33]
RUNTIME ERROR - file: characters\characterUtilite.c; line: 396
invalid array index
RUNTIME ERROR - file: characters\characterUtilite.c; line: 396
function 'RemoveCharacterGoods' stack error
RUNTIME ERROR - file: characters\characterUtilite.c; line: 396
invalid index -1 [size:33]
RUNTIME ERROR - file: characters\characterUtilite.c; line: 396
invalid array index
RUNTIME ERROR - file: characters\characterUtilite.c; line: 396
function 'RemoveCharacterGoods' stack error
RUNTIME ERROR - file: seadogs.c; line: 738
Save - ARef to non existing attributes branch
RUNTIME ERROR - file: seadogs.c; line: 738
Save - ARef to non existing attributes branch

save before the bug:
Dropbox - -=Player=- QuickSave 129

i have already a X at Turks

save after:
Dropbox - -=Player=- QuickSave 130
 
nope i forgot it and don't think i can reproduce the bug, because the buying of treasuremaps is random, so it would take much time in order to get the same conditions. sorry
 
I found the treasure, it was empty. I dont think there a bug there.
But in all yours bug reports lately, you are cursed, have all 882 coins and the Albatross too.
You have a lot of unfinished quest and I dont think you can play the game in a proper way,
in this manner you are doing now. I think you should start all over again. Also you have
very high level for you and the officers, have you cheated them up?
seadogs2_0000.jpg
 
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I found the treasure, it was empty. I dont think there a bug there.
But in all yours bug reports lately, you are cursed, have all 882 coins and the Albatross too.
You have a lot of unfinished quest and I dont think you can play the game in a proper way,
in this manner you are doing now. I think you should start all over again.View attachment 27676

no the message log told me there is a bug, because i bought a new information for a new treasure and it was the same treasure.

right now i've brought back the 882 coins made all quest i can finish.
the mysterious plants i can't because it isn't finished programmed.
find danielle i cant finish because of a bug.
delivering goods to pirate fort also bug.
and right now i still don't know how to get rid of the albatross.
but this should have no effect on the problem that it is somehow possible to buy a X for treasure that you already have. ( is it intended to have more X on your map ?)

nope i didn't cheated i just fought very much and had to repair my saber about 30 times, also made many sidequests
 
find danielle i cant finish because of a bug.
I think that one can be bypassed by avoiding doing what you did.

delivering goods to pirate fort also bug.
I posted a way to finish that quest on Thursday:
Fix in Progress - store on Pirate Fort does not exists | PiratesAhoy!
Not a complete fix, but at least it gets you past that issue.

and right now i still don't know how to get rid of the albatross.
There is a hint in the item description:
Code:
Now, how can you get rid of it? There might be a famous naturalist living somewhere in the British colonies who can be interested in such a specimen.
In other words: Bring it to the Bridgetown Apothecary.

but this should have no effect on the problem that it is somehow possible to buy a X for treasure that you already have. ( is it intended to have more X on your map ?)
If you already have a Treasure Quest active, you should be unable to get another one until you have completed the first one.
You may get the same location again later, but that is a brand new quest that should also be able to have actual content in the chest.
 
so thats the bug i was able to buy a new one, while the old still was active
 
That's very strange. The 'disallow12' section in PROGRAM\DIALOGS\Enc_Walker.c is supposed to prevent that.
I cannot see any way in which that should be possible. o_O
 
Dont know what this about, every things just work perfect, with that treasure quest
for me.
 
That's very strange. The 'disallow12' section in PROGRAM\DIALOGS\Enc_Walker.c is supposed to prevent that.
I cannot see any way in which that should be possible. o_O

Well if i remember right i had more than just this opportunity to activate a new treasure quest, they were just too expensive for me so i refused them. so in this savegame it could be possible to reproduce the bug.
 
@Johanno . This is confusing: save before the bug: Feb 7 time 1.51. save after: Feb 7 time 1.41.
So you got it the other way around ?
 
@Johanno There is all to much confusion here, and I hope this is your game there is messed up,if not its very bad.
First: If you scroll down and up in the quest book, you will have different result every time.
Second : Loading screen says 1.51 and 1.41, but in the game time is 19.15 and19.10.
So please start a new game ( if that dont help, a new clean install) so we can see if it is your game there is a mess up,
( what I believe) or if it are bugs in the game itself. Please start a new game and tells us what happens. This goes
for the other bugs you reported too. I will soon loose my passion with this game of yours.
And if before are after, and after is before, then I dont know how to handle it.
Captain Haddock is speaking ::rumgone:pflag:aar:g2:boom::sick
 
that with the time is when the savegame is created so its the date of the game, and the time of my pc clock. and this weird but it is since i started the game.

maybe my save is corrupted but i wanted at least to finish the main storyline before starting a new game ;) .
 
Out of the quests shown in the screenshot:
  • Smuggling on New Granada - don't know, but repeating quests like this shouldn't interfere with storyline or side quests.
  • Find Danielle - try again while uncursed and see if it repeatedly crashes or if the crash was a one-off random crash.
  • Deliver cargo to Pirate Fort - @Pieter Boelen has shown how to deal with that.
  • Deliver a closed chest - should have been completed ages ago if you're at the point where you're to save Danielle from pirates. I don't think this is what's causing trouble but finish it anyway.
  • Mysterious plants - being worked on but probably won't be able to complete in this game.
  • A smuggler's life for me - no idea what this does.
  • Strange things going on in the archipelago - can interrupt the main story if Padre Domingues is kidnapped before you get to the point where you ask him for access to the library, but you're past that point in the main story. Other than that, shouldn't affect the main story, and in the stock game you had to do it in parallel with the main story because the game ended entirely when the main story concluded.
 
Incidentally, "Deliver a Closed Chest" takes you to Barbados and Martinique. You can get rid of that albatross while you're in the area. ;)
 
i think
if(CheckAttribute(PChar, "treasureloc"))
did not work one time for an unknown reason, but i couldn't reproduce the bug again, so it should be archived.
I just made a new thread, because the message log told me to ;)
 
I just made a new thread, because the message log told me to ;)
That log probably wrote to compile.log, so I wished we still had that file to see what it actually said.
But you say that is gone and cannot be retrieved, so we're left guessing. :(

I might be able to track down what Trace it was. But that still doesn't tell us how that happened.
 
noted for next time: upload everytime all logs :aar

tried it one time again and got it ;) .
----------------------------------------
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 893 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 Cartagena_town_01 (index=626)
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 19, theHour = 19
ItemLogic: On load location Cartagena_town_01
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\purse
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
SETTING MUSIC: music_spa_town
SETTING MUSIC: music_spa_town
Quest name God_hit_us FOUND in CommonQuestComplete
Reload: Process started for locator_name = reload_2_3 and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 626
reload_island_index = -1
reload_location_index = 631
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 19, theHour = 19
Equip Character Teodoro Menem with bladeC2+3 his nation: 2 blade nation=
Equip Character Servanda Soldan with bladeC2+3 his nation: 2 blade nation=
Equip Character Alejandro Sieres with blade38+3 his nation: 2 blade nation=
Equip Character Carlo Berganza with blade38+2 his nation: 2 blade nation=
Equip Character Maurane Rocha with blade27+3 his nation: 2 blade nation=
Equip Character Garvisso Ruano with bladeC30+3 his nation: 2 blade nation=
Equip Character Pedro Adega with blade27+3 his nation: 2 blade nation=
Equip Character Sesmiro Gaite with blade35+2 his nation: 2 blade nation=
ItemLogic: On load location Palace
ItemLogic: found 0 buttons
Quest name Opium_Ambush FOUND in CommonQuestComplete
SETTING MUSIC: music_bitva
Quest name Set_Next_Ambush FOUND in CommonQuestComplete
SETTING MUSIC: music_bitva
SETTING MUSIC: music_bitva
Quest name Opium Bribe FOUND in CommonQuestComplete
SETTING MUSIC: music_spa_town
Template <runto> -> path not found chr.id = Cartagena_soldier_8
ERROR in HideTreasureAtLocation: Treasure Location already in use. Please report this bug! (include compile.log)
Location: Turks_shore_ship

it also tells me to include the compile log:wp
 
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And you got that from talking to a random character and accepting a Treasure Quest?

Stupid game code! :whipa
 
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