1: Easily enough fixed, and you can fix this sort of mistake too. The thing to remember is that the 'DLG_TEXT' index in "dialog.c" is 2 less than the line number in "dialog.h".
Line 1 in "dialog.h" is the DLG_TEXT declaration. Line 2 is the first line of text. But indexing starts from 0. So DLG_TEXT[0] in "dialog.c" is line 2 in "dialog.h".
]You found the problem in line 17, so look for DLG_TEXT[15] in "Bart_Cooke_dialog.c". You'll find that in case "node_1", which contains the line:
Code:
Preprocessor_Add("pronoun", GetMyPronounObj(PChar));
And there's the mistake. 'GetMyPronounObj' needs to be translated by 'XI_ConvertString':
Code:
Preprocessor_Add("pronoun", XI_ConvertString(GetMyPronounObj(PChar)));
2: That is correct. If you have completed "Smuggling for Thomas O'Reily" then you know all about the smuggling ring in St. Pierre, so Orable Caron no longer needs to tell you about it. You can complete "Patric and the Idols" after "Smuggling for Thomas O'Reily" - in fact, you have to do them in that order because if you meet Raoul Calmes and then tell Turpin Cabanel about him, Turpin Cabanel arrests both him and Andre Juliao. Thomas O'Reily will then tell you that he has not heard from his contact for some time and you can not do "Smuggling for Thomas O'Reily".
3: Quest case "turpin_cabanel_fight" is in the "quests_reaction.c" file for "Tales of a Sea Hawk". I've moved it into "quests_side.c" so that should no longer be a problem after I upload the next update.
5: That's the figure for Roche Brasiliano - what's he doing in the "Mysterious Plants" sidequest? Anyway, he's a building, and buildings from the building kit are characters. You can't translate his dialog file because he doesn't have one. Try the attached version of "PROGRAM\dialog.c", which now checks if the character has a dialog file and quits at once if he doesn't.
7: Well spotted! The problem is also in the Spanish version. I'm correcting both versions in the next update.
8: "PROGRAM\Locations\init\SideQuestLocations.c": find the definition for "Cartagena_center_facade" and change:
Code:
locations[n].id.label = "Cartagena town.";
to
Code:
locations[n].id.label = "#stown_name# town.";
That won't do anything until you start a new game. To fix an existing game, put this into "console.c":
Code:
locations[FindLocation("Cartagena_Center_facade")].id.label = "#stown_name# town.";
In the game, press F12, then go to where you found the untranslated label.
10: Yes, it takes a long time, and if you're impatient then you don't deserve the tomahawk! Leaving without it shouldn't break the quest, you just don't get the reward. You should still return to Santo Domingo to talk to Avellán Constantino to complete the quest.
11: "Edgar Attwood_dialog.c" checks attribute "PChar.quest.Atwood" and if the attribute is not set, it starts the quest. But that attribute is only used to trigger the action in Bridgetown, then it is cleared. The attached "quests_side.c" sets "PChar.quest.Attwood" again just so that "Edgar Attwood_dialog.c" can find it. See if that helps.
12: Jack Greenfield has not been given any weapons. The attached "quests_side.c" should give him a sword at the same time as his ship is placed on the sea. That should allow him to fight you. As for the ship, Jack Greenfield doesn't know you're planning to attack him, so he has no reason to attack you unless you provoke him. Your real problem is that you need to be hostile to him, and that means you need to be hostile to Britain, in which case the fort is going to attack you. Perhaps you should have paid to release Edgar instead of choosing to rescue him by force!
4, 6, 9: Indeed this quest is bugged.
@pedrwyth tried to fix it some time ago but apparently missed some problems.
Edit: "quests_side.c" deleted, a newer version is attached to a later post.