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Need Help Updating the Russian Translation

Could you upload a savegame from before Roxanne talks to you? It will probably need to be from before you land at Bahia de San Antonio. When you land, Roxanne talks to you, which triggers the teleport into town, then Roxanne talks to you again - and that's when I need to set a trigger for the officer to challenge you when you approach the prison.
 

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Thanks! :cheers

Try this version of "quests_reaction.c". I tried it with your savegame, in which you've followed the other choice and allied with Johan Elting, and the guard now starts the dialog when I approach the prison. Then I found an old savegame of my own where I'm in the prison about to rescue Roxanne, chose to kill Elting, and continued on to rescue Emilio, and the guard again starts the dialog when I approach the prison.
 

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Thanks! :cheers

Try this version of "quests_reaction.c". I tried it with your savegame, in which you've followed the other choice and allied with Johan Elting, and the guard now starts the dialog when I approach the prison. Then I found an old savegame of my own where I'm in the prison about to rescue Roxanne, chose to kill Elting, and continued on to rescue Emilio, and the guard again starts the dialog when I approach the prison.
Great, it works! :onya
 
1) Add:
case "paymaster_antigua14":
LAi_SetFightMode(PChar, false);
case "battle_forte2":
LAi_SetFightMode(PChar, false);
2) Remove the fast trave in the Aguadilla Bay.
3) If you accidentally hit one of your men, they will attack you.
 

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1: Done.
2: Add 'DisableFastTravel(true);' at case "reload_Aguadillabis", which appears to be where you first arrive at "Muelle_shore_03", alias "Aguadilla Bay". Add "DisableFastTravel(false);" at case "inform_ogeron", which is triggered by dialog with Arnaud Fontaines and appears to be where you leave the shore and teleport to sea.
3: Very possibly, since all the pirates are in their own AI group so that they can be set to fight the soldiers. Be careful who you hit! It should be easy enough to work out who the enemy are, they're all wearing Spanish uniforms.
 
1) At Fort Vera Cruz, we need to disable revival. It seems to be case "enter_forte".
2) Add: case "relever_bart3"
LAi_SetFightMode(PChar, false);
 

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1: Better would be at "arrival_nearveracruz" which is where you first arrive at Vera Cruz. Resurrection might appear to work if you get killed in Vera Cruz town, but its "townsack" is set to "Havana" which means you'll probably respawn in the Havana tavern. So, add 'PChar.quest.disable_rebirth = true;' at case "arrival_nearveracruz", then add 'PChar.quest.disable_rebirth = false;' at case "chegar_cozumelbis" to resume normal service when you leave Vera Cruz.

Also add 'PChar.quest.disable_rebirth = true;' at case "ElMorro_video", then add 'PChar.quest.disable_rebirth = false;' at case "leave_morro" to prevent problems during the fort raid.

2: Agreed.
 
1) Why does the case "morro_topc" equip stones instead of throwing knives, because I need to kill this soldier, not stun him.
2) It seems in the fort need to turn off the fast travel.
3) The soldiers who hold my people captive do not attack me until I approach them. They run strangely in a circle...
4) In case "assommer_bart2", is Bartholomew supposed to die after being hit? He should just pass out.
 

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1: @Bartolomeu o Portugues: how about replacing "pistolrock" with "pistolpdart" here?

2: Can you suggest a suitable quest case?

3: I've seen something similar happen when I'm doing the sidequest "Strange Things Going On in the Caribbean". At least one of my officers often gets stuck running around near the cell where Padre Domingues is imprisoned.

4: It's an effective way of making you fall down, more effective than just making you sit down stunned. Resurrection is disabled so you shouldn't teleport to the nearest tavern.
 
2: Can you suggest a suitable quest case?
case "ElMorro_assault" or case "ElMorro_assault2":
And remove here - case "leave_morro"
1) Why does the case "morro_topc" equip stones instead of throwing knives, because I need to kill this soldier, not stun him.
Also add in case "morro_tope"
LAi_SetFightMode(PChar, false);
So that Elting will speak to Bartholomew at once when the guard dies.
 
case "ElMorro_assault" or case "ElMorro_assault2":
Or case "ElMorro_video", which is also where resurrection is already disabled. Then...

And remove here - case "leave_morro"
... this is where resurrection is re-enabled, so it is indeed a good place to also restore fast travel.

Also add in case "morro_tope"
LAi_SetFightMode(PChar, false);
So that Elting will speak to Bartholomew at once when the guard dies.
Possibly case "morro_topeb" would be slightly better. It's triggered by 'LAi_QuestDelay("morro_topeb", 1.0)' in case "morro_tope", which means there's a 1 second delay before Elting talks - we don't want to give the player a 1 second delay in which to draw the sword again!
 
1) This problem was not solved.
10)Before communicating with Lucia, the interface pops up and blocks the dialogue. I rebooted several times and nothing changed. This moment comes from the file blaze_dialog.h - line 307.
2) We need to lock the doors to the residence or the people in it will be missing when I go out and come back in.
Add in case "aller_residence" - Locations[FindLocation("Cartagena_townhall")].reload.l1.disable = true;
And in case "visit_cartagena2" - Locations[FindLocation("Cartagena_townhall")].reload.l1.disable = false;
 
1: Something similar happened in "Ardent". It was necessary to split a case in two so that a short delay was inserted between finishing a dialog with someone else and starting a self-dialog. Try splitting case "aller_residence7" like this:
Code:
        case "aller_residence7":
            LAi_SetHuberStayType(characterFromID("Gregorio Montavez"));
            LAi_SetActorType(pchar);
            LAi_ActorTurnToCharacter(pchar, characterFromID("Lucia Montavez"));
            LAi_QuestDelay("aller_residence7_2", 0.1);
            break;

        case "aller_residence7_2":
            LAi_SetActorType(pchar);
            Characters[GetCharacterIndex("Blaze")].dialog.CurrentNode = "ver_lucia";
            LAi_ActorSelfDialog(pchar, "");
            break;

2: Fair enough.
 
1: @Bartolomeu o Portugues: how about replacing "pistolrock" with "pistolpdart" here?
If I used pistolrock, I think there was a reason for that. I just don't remember why. I made the quest soooo many years ago. Maybe, it was to avoid any alert in case the guard wasn´t killed quickly...
2: Can you suggest a suitable quest case?
The fast travel wasn't turned off? It should of course in order to avoid to break the quest.
3: I've seen something similar happen when I'm doing the sidequest "Strange Things Going On in the Caribbean". At least one of my officers often gets stuck running around near the cell where Padre Domingues is imprisoned.
I created many character_patches with TOOL for the inside fort. I think it can cause this circling sometimes...
4: It's an effective way of making you fall down, more effective than just making you sit down stunned. Resurrection is disabled so you shouldn't teleport to the nearest tavern.
Right, I did that in order to not break the quest.
 
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