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Two Wicked Wenches

Grey Roger

Sea Dog
Staff member
Administrator
Storm Modder
If you play the Brock / Brinkley branch of the storyline, you're likely to be given the Wicked Wench as a reward by Governor Brin.

You then work for Cutler Beckett, and assuming you don't foul up by returning with too little profit, he ends up giving you the Wicked Wench.

For one thing, this is a significant plot inconsistency - why is Cutler Beckett giving you a ship you already have? For another, you could end up with two of them.

There are lots of ways to play this part of the storyline, but as far as I can tell from the walkthrough, you have to then go and work for Cutler Beckett. So I suggest changing Governor Brin to give you something else as a reward. Any ideas as to what that should be?
 
Is there a way for Beckett to check if you already have the Wench and, if so, don't repeat it?

I cannot really think of anything worthwhile for Brin to give to you at the moment....
 
At the moment Beckett doesn't check, though I could easily enough arrange that. The problem is that working for Beckett is when the various plot branches come together. You get the Wicked Wench and are sent to collect a cargo from Antigua, which turns out to be slaves, so you help Tia Dalma free them and make an enemy of Cutler Beckett. He subsequently catches up with you, arrests you and torches the Wicked Wench. Then you encounter Davy Jones who resurrects both you and the ship, now transformed into the not-yet-cursed Black Pearl. All of which makes rather less sense if you didn't get the Wicked Wench from Cutler Beckett in the first place. It could perhaps be patched by setting an attribute to record who gave you the Wicked Wench, then running a different dialog at the arrest scene if you got the ship from Governor Brin instead. But it would be simpler, neater and more consistent with the basic plot to have Governor Brin give you something else, then Cutler Beckett gives you the Wicked Wench, and everything proceeds as normal.

Looking at "John Clifford Brin_dialog.c", it seems another plot branch leads him to offer you the choice between gold and a new ship, and the ship in question isn't the Wicked Wench. It's a Lyme class frigate, Sparrow Hawk. I'm inclined to offer the same reward choice instead of the Wicked Wench.
 
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All of which makes rather less sense if you didn't get the Wicked Wench from Cutler Beckett in the first place. It could perhaps be patched by setting an attribute to record who gave you the Wicked Wench, then running a different dialog at the arrest scene if you got the ship from Governor Brin instead.
Or have that later scene not mention who gave the Wench?

Looking at "John Clifford Brin_dialog.c", it seems another plot branch leads him to offer you the choice between gold and a new ship, and the ship in question isn't the Wicked Wench. It's a Lyme class frigate, Sparrow Hawk. I'm inclined to offer the same reward choice instead of the Wicked Wench.
Indeed that does sound like the simplest solution.

I think that "Sparrow Hawk" was added specifically to avoid this.
But I thought there was a path where you did NOT get the Wench from Beckett, so that you would then get her earlier from Brin instead.
Maybe that doesn't quite work the way it was once intended to, though....
 
I'll have to try playing it through and see what happens if you turn down Beckett's offer of a job. The main question is whether you can get the Aztec compass by some way other than by doing Beckett's run to Antigua and meeting Tia Dalma there.

Meanwhile, I'll see about having Beckett check if you have the Wicked Wench already, and give him some different dialog if you do. Also set an attribute when either Brin or Beckett gives you the ship, so later dialogs have the chance to check it and react accordingly.

What I'm thinking is that Brin confiscated the ship from the EITC after catching them doing something dodgy. Beckett's version is that the confiscation was dodgy, the ship was engaged in lawful business, but now you're working for the EITC, the Wicked Wench is back to being a company ship.
 
What I'm thinking is that Brin confiscated the ship from the EITC after catching them doing something dodgy. Beckett's version is that the confiscation was dodgy, the ship was engaged in lawful business, but now you're working for the EITC, the Wicked Wench is back to being a company ship.
I like that idea! Also adds a first hint that perhaps Beckett isn't quite as legit as he may first appear to be. :onya
 
Done. If you now already have the Wicked Wench, here's how the dialog goes:
beckett_dialog0.jpg beckett_dialog1.jpg beckett_dialog2.jpg beckett_dialog3.jpg

The dialog then continues to the usual piece about sending you to Antigua. Where, incidentally, I found another problem. You talk to the Victualler. If you don't already have a certain piece of the treasure map, he gives it to you, and he also gives you some cargo. Talk again to the Victualler, and he gives you the cargo. Talk again to the Victualler, and he gives you the cargo. Repeat until you have a hold full of cinnamon and silk. Or, if you have the "Trustworthy" ability, either in person or from a quartermaster, you can sell it straight back to him. Keep going back to the Victualler until rich, bored or both. I've dealt with that by having the dialog assign an attribute when you get the cargo, and not giving you cargo if that attribute is set.

Meanwhile, although you may have originally got the Wicked Wench from Governor Brin, Beckett has now effectively claimed ownership of the ship. So subsequent dialogs which assume the ship belongs to EITC, such as the arrest scene by the lighthouse, now make more sense.

Is there a function to give a ship's model name based on the ship's ID? At the moment, Beckett's dialog checks for specific model name "Black Pearl", partly in case there's a way to get the Pearl before you talk to him (repainting the ship in the shipyard would probably do), and partly because I'm using the 'HasThisShip' function which looks for model name, not ship ID. At the moment all variants of the Pearl use that model name. That could change. So I want to be able to look for whatever model name is being used by "WickedWench".
 
I found a rather odd problem. I've been berthing the various incarnations of the Wicked Wench and Black Pearl with the intention of ending the game with a whole fleet of them, and two of them were berthed at Port Royale. When I got to the bit with the video of Jack Sparrow entering Port Royale on what's left of Anamaria's dinghy, the video played and then the game crashed. It turned out that the game doesn't like berthed ships at Port Royale after the video plays. I reloaded an earlier saved game from before I'd been to Tortuga and had my ship stolen, went to Port Royale, evacuated all my berthed ships to another port, then played on to the video scene, and then it worked correctly.
 
It turned out that the game doesn't like berthed ships at Port Royale after the video plays. I reloaded an earlier saved game from before I'd been to Tortuga and had my ship stolen, went to Port Royale, evacuated all my berthed ships to another port, then played on to the video scene, and then it worked correctly.
Can you post the code from the relevant quest case(s) that trigger the crash?
 
Code:
       case "Jack's_arrival_at_Redmond2":
           PostVideoAndQuest("LegendJackSparrow\jack_entrance", 25, "You_need_to_pay_mooring");
           bMainMenuLaunchAfterVideo = true;
       break;

       case "You_need_to_pay_mooring":
           PostEvent("DoInfoShower",100,"s","");
           Locations[FindLocation("Redmond_port")].reload.l4.disable = 1;
           Locations[FindLocation("Redmond_port")].reload.l5.disable = 1;
           Lai_ActorFollow(characterFromID("Laurence Wellman"), pchar, "You_need_to_pay_mooring2", 10.0);
           LAi_SetActorType(PChar);
           LAi_ActorGoToLocator(Pchar, "officers", "sea_2_3", "", 10);
       break;
I put one 'trace' command right at the end of case "Jack's_arrival_at_Redmond2" and another right at the start of case "You_need_to_pay_mooring". Case "Jack's_arrival_at_Redmond2" completed, confirmed by the usual report of a quest case completion in "compile.log". But the trace at the start of "You_need_to_pay_mooring" didn't show up - it seems as though 'PostVideoAndQuest("LegendJackSparrow\jack_entrance", 25, "You_need_to_pay_mooring")' failed to trigger the quest case.

Anyway, I'm abusing the system to try to get a string of Pearls, so it's not too surprising if the system fights back. xD
 
I put one 'trace' command right at the end of case "Jack's_arrival_at_Redmond2" and another right at the start of case "You_need_to_pay_mooring". Case "Jack's_arrival_at_Redmond2" completed, confirmed by the usual report of a quest case completion in "compile.log". But the trace at the start of "You_need_to_pay_mooring" didn't show up
I don't remember for certain if the Trace statements mean that the game found the quest case or that it successfully executed.
It's probably the latter like you say, but it was me who wrote the code generating those messages, so I should be able to confirm that and I really can't.

Anyway, I'm abusing the system to try to get a string of Pearls, so it's not too surprising if the system fights back. xD
True. But I don't see why 'PostVideoAndQuest' should have a problem with berthed ships. :confused:

Try to comment out the entire contents of "You_need_to_pay_mooring" and see if it still crashes then.
Then would tell whether it is actually that or it is one of those subsequent lines.
 
I went one better. I commented out the 'PostVideoAndQuest' line, replacing it with a 'LAi_QuestDelay' line. So I didn't get the video, but I did appear on Port Royale pier, where the rest of the action went ahead as normal.

Besides, if the problem was in a subsequent line then "You_need_to_pay_mooring" would have completed, "compile.log" would have a line to that effect, and all the 'trace' commands I put into "You_need_to_pay_mooring" would have left their marks in "compile.log" as well. The lack of any reports from the 'trace' lines indicates that "You_need_to_pay_mooring" never started, or at least, not until I replaced 'PostVideoAndQuest' with 'LAi_QuestDelay'.

Possibly significant: before I cleared them out of Port Royale, I had a Wicked Wench (from Governor Brin) and a Black Pearl (from Davy Jones) berthed there. Standing on the dock, I could see the Wicked Wench but not the Black Pearl.
 
I went one better. I commented out the 'PostVideoAndQuest' line, replacing it with a 'LAi_QuestDelay' line. So I didn't get the video, but I did appear on Port Royale pier, where the rest of the action went ahead as normal.
That works too. :onya

Standing on the dock, I could see the Wicked Wench but not the Black Pearl.
There wasn't any ship-stealing going on courtesy of that Maltese Knight?
Does sound quite unlikely...
 
No, he steals the ship when you report back to Father Bernard. If he has either the Crimson Blood or Black Pearl, he does it quietly, then you get a nasty surprise when you go to the dock and see it sailing away. If he has anything else, he excuses himself when you enter the church - he still takes the ship with him but you don't get to swear at him on the dock. In both cases, it happens while you're in church, which means you have to successfully dock at Port Royale first. ;) And anyway he'd already excused himself with whatever expendable ship I'd been sailing before I took the Crimson Blood because I visited Port Royale to finish off "Sao Feng's Bodyguards", then went to Eleuthera to finish off "Free the Slaves", then pirated another expendable ship to be stolen, and then went to Tortuga to have said expendable ship stolen when the next piece of main story was triggered. Basically, by the time I got to the bit with the video, all the ship-stealing had happened, apart from the stealing which happens when you return to Tortuga.

Which reminds me. I went to Tortuga and promptly sat down on the dock. Going to Tortuga triggers case "Tortuga_Get_ready_for_Film1.5", which has a short delay to case "Pre_Tortuga_Meet_Annamaria_for_ship", which does this:
Code:
       case "Pre_Tortuga_Meet_Annamaria_for_ship":
           LAi_SetSitType(pchar);
           LAi_QuestDelay("Tortuga_Meet_Annamaria_for_ship", 1.0);
           DoQuestReloadToLocation("Tortuga_tavern", "candles", "sit4", "_");
       break;
But that 'DoQuestReloadToLocation' doesn't happen. It seems as though the system hasn't finished transferring you from sea to land before that tries to happen. If I increase the delay time in "Tortuga_Get_ready_for_Film1.5", it works, but then I wondered whether a delay time which works on my PC might not be enough for everyone else's PC's. So I replaced the delay with a self-dialog in which Jack turns round, notices his ship being stolen, makes a suitably annoyed comment - and that should give anyone enough time for the system to do whatever it needs to do before the 'DoQuestReloadToLocation' kicks in. (It also reminds you, in case you've forgotten since the last time Storyteller told you, that your ship is stolen when you return to Tortuga, which is why you're stuck there for 10 years.)
 
After completing the story, I went round to collect the berthed ships. So here is my fleet at the end of the game:
pearls.jpg
The flagship is the uncursed Black Pearl taken fair and square from Barbossa as the plot intended. Next, Wicked Wench number 1 is the one I got from Governor Brin, followed by the original Black Pearl provided by Davy Jones - these were the ones I had to evacuate from Port Royale before the video scene would work, and it proved to be a worthwhile move because Port Royale fort doesn't like me very much so I would have had a hard time collecting them if they were still there. Bringing up the rear is Wicked Wench number 2, courtesy of Cutler Beckett - having fixed his dialog to check if you have a Wench before giving you a new one, I'd then defeated my own check by berthing Wench 1 in Port Royale shipyard before going to collect Wench 2. So, a whole string of Pearls, and not one visit to Vanderdecken necessary to get them.
:sparrow
 
Brilliant!!! :rofl

So, a whole string of Pearls, and not one visit to Vanderdecken necessary to get them.
:sparrow
Of course the Jack Sparrow storyline is the one storyline where that is easiest. ;)
Still hilarious though!
 
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