1: Change "monsieur" to "#smonsieur#". In "France Trader_dialog.c", case "second_mission_truth", add:
Code:
Preprocessor_Add("monsieur", GetMyAddressForm(NPChar, PChar, ADDR_CIVIL, false, false));
Also change "monsieur" to "#smonsieur#" on line 33, and add the same code to case "quests" in the section '
if (CheckQuestAttribute("smuggler_line", "fourth_mission_to_jean"))'.
2: In "PROGRAM\Locations\init\SaintMartin.c", find the definition for "Marigot_tavern". In the reloads part for "Locations[n].reload.l2", add:
Code:
Locations[n].reload.l2.disable = true;
It will only take effect in a new game.
Do the same for "Philipsburg_tavern" in the same file.
3: Yes, and also the quest case triggered by going to the tavern needs to be closed so it doesn't happen if you return to Marigot later and go to the tavern for other reasons. In quest case "second_mission_wait_two_days", add:
Code:
PChar.quest.second_mission_to_tavern_room.fail_condition.l1 = "timer";
PChar.quest.second_mission_to_tavern_room.fail_condition.l1.date.day = GetAddingDataDay(0, 0, 3);
PChar.quest.second_mission_to_tavern_room.fail_condition.l1.date.month = GetAddingDataMonth(0, 0, 3);
PChar.quest.second_mission_to_tavern_room.fail_condition.l1.date.year = GetAddingDataYear(0, 0, 3);
PChar.quest.second_mission_to_tavern_room.fail_condition.l1.win_condition = "second_mission_two_days_passed";
Then add:
Code:
case "second_mission_two_days_passed":
AddQuestRecord("smuggler_line", 66);
break;
At the end of "smuggler_line.txt", translate:
Code:
text.t66=It's been more than two days and I have not been to the tavern. Time to return to Beltrop.
4: At the end of case "second_mission_money_prepare_for_troubles", find this:
Code:
PChar.quest.second_mission_money_reset_marigot.win_condition.l1 = "Location";
PChar.quest.second_mission_money_reset_marigot.win_condition.l1.location = PChar.location.from_sea;
PChar.quest.second_mission_money_reset_marigot.win_condition = "second_mission_reset_marigot";
That's probably triggering at once if you're moored at Marigot port. Delete it. At the end of case "second_mission_money_troubles", add:
Code:
PChar.quest.second_mission_money_reset_marigot.win_condition.l1 = "ExitFromLocation";
PChar.quest.second_mission_money_reset_marigot.win_condition.l1.location = "Marigot_port";
PChar.quest.second_mission_money_reset_marigot.win_condition = "second_mission_reset_marigot";
That should re-enable fast travel if you leave the port either by running away from the soldiers or by fighting them.
5: I'll need to figure out how to fix that. There's something odd about Marigot - sometimes the game fails to recognise that you have killed all French soldiers, which also means you may be stuck if you attack a guard at any other time. Killing a guard triggers reinforcements and you can't leave the area until all soldiers are dead - but you can not do that if the game thinks there is still a soldier hiding somewhere.
6: No, the ring is a general item. You can sell it or throw it away. And then you'll probably fail the fourth mission. But then, unless you demanded money immediately and then chose to fight the soldiers, you won't have the ring anyway. (There may still be a way to succeed in the fourth mission. After Jean Maginot refuses to sell the store, try to put a ring into his pocket. Sometimes he'll catch you, sometimes you will succeed. If you succeed, go to the area with the town hall. If you're hostile to France, go to the governor and pay for an amnesty. Then tell the patrolling soldier that Maginot stole your ring but do not tell him about smuggling sandal. The soldier will go to the store, you can go too, then the soldier will want to arrest Maginot. You can ask the soldier to spare him. Then you can demand he sells the store.)
7, 8: At case "second_mission_speak_with_france_governor", add:
Then in both cases "second_mission_exit_from_cam_completed" and "second_mission_exit_from_cam_without_danielle", add:
Code:
DisableFastTravel(false);
9: In "PROGRAM\Locations\init\SaintMartin.c", find the definition for "Marigot_town_01". In the reloads part for "Locations[n].reload.l7", add:
Code:
Locations[n].reload.l7.close_for_night = 1;
Again, this will only take effect in a new game.
10: That's difficult under the system which has been in use for some years, in which ships' reaction to you is based entirely on flags. Beltrop is defined as Portuguese. Portugal is at war with France and Spain. So if he sees you under a French or Spanish flag, he'll attack. Possibly add something in the dialog for the third mission to tell you that he normally flies a Portuguese flag, which is fine if he's near a Dutch island because Portugal and Holland are at peace, but it does mean he has to fire at any ships hostile to Portugal or Holland. That means pirates, French or Spanish, so don't fly any of those flags anywhere near him.