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Fixed Fixing the Escort Quests

That's BIZARRE! Why would it matter how far away from you he is? Companion is companion and unless he sinks, he should stick around. :boom:
 
:shrug This is the conclusion I have reached based on escorting him every few months for years. Maybe I'm just superstitious, but I make very sure he stays as close as he will, even waiting in the harbor until he furls his sails and comes to a complete stop.
 
Hey Hylie, just so you know: That gibberish in the escorted captain's cabin is no more!
As per the next update, he'll say something sensible now, rather than making reference to a completely different quest. :cheeky
 
I keep forgetting to do escort missions and have only done one, which worked fine.
 
I want to report the same problem Captains! Here the lad named Vigila Mendez doesn't want to appear in the the shop in St Pierre in Martinique. I've been randomly asking if a bartender if someone needs ans escort ship: "aye aye captain sure! But not with too much of this ships (well, my first one, I am really sentimental but that red painted Sloop-of-war is really amazing, and pirate Corvette I had to kill for a mission, in Martinique)! So I've been selling my ships but mine in barbados cause my relations with France don't allow me to sell them in Martinique. I went back to Martinique, went in Vigila's Cabin and he was not there! At that point Iguess the problem was solved, so I went back to Puerto Rico, but he wasn't into the shop and when I went back to his cabin he kept telling nonsense stuff...
Any help!?
I will tell you if I manage to do something!
 
Vigila Mendez is a different kind of escort quest that is mostly broken. Your best chance of success is to only have one ship yourself and keep him very close to you at all times. Go straight to Martinique and then straight to the merchant. Hopefully he will be there, but if not you must start over from San Juan. The return journey is the same. Keep him close and go straight to the merchant upon arrival. The World Map is your friend.
 
Well, I don't know if this is kind of magic, but somehow the problem's solved by his own! No more Vigila in the quest book!
Thanks anyway!
 
What fouled up Vigila Mendez for me was if I advanced another quest at the same time.

Collect Mendez, go to Nevis, talk to Armand Delacroix, go to Martinique, Mendez is not there. Reload from San Juan, go directly to Martinique, Mendez is there. Then proceed to Barbados, rescue Montanez from Animist pirates, return to San Juan, Mendez is not there. Reload from San Juan, go directly to Martinique, go straight back to San Juan, finish with Mendez, and only then go to Nevis and Barbados.
 
Can anyone share where to drop anchor on this part of the island? Have tried searching all possible locations but, cant find a port. Only Khael Roa shore is available and the merchant wont acknowledge as to complete the escort quest.

Any enlightenment is most valuable. Thank you.
 
There aren't supposed to be any escort quests going there. I don't think it can be completed right now.
I won't be able to solve this until next week.
 
Also which modpack version and date are displayed in the main menu?
And please provide a savegame with this quest active.
 
I'll set KhaelRoa to skiptrade = true as per the next update, which should prevent this in the future.
Quite bizarre that this was never done in the first place! :shock

This may be now becoming apparent because in Brave Black Flag you are friendly to the pirates which was quite uncommon before.
That unlocks these quests to pirate towns, but several of them are tiny land-locked things and therefore do not work.
Cozumel is set to PIRATE too.

In other words, people who play Brave Black Flag and/or are friendly with the pirates,
please try the Escort Quests and let me know if there are any quests to "weird" locations that cannot be completed because of that.
 
So I went to the tavern and picked up an escort job to Martinique. When I got there a sloop was waiting for us and this was my very first run! So here I am getting shot at and I have exactly zero shot and powder. :rumgone Long story short the Tortuga fort took care of things. But, when I made shore the guy wasn't there. :facepalm So I visited him in his cabin and killed him. Just another day in the Caribbean. :nerbz

Oh, and when I went to sea the movie never played.
 
Wait, wha? Why didn't you have any shot and powder?
Do you have a savegame with the escort ship still with you so I can check his appearance (or lack thereof)?

Oh, and when I went to sea the movie never played.
Which one? The French invasion one?
If you didn't start as English or Personal Nation, then the French invasion won't happen until you enter 3D sailing mode at Barbados.
The movie will then only play after going to the worldmap. So if you haven't visited Barbados yet, indeed you should not have seen the movie either.
 
I have no shot or powder because I want the extra cargo room. Fighting can be easily avoided if desired, and it is desired.

Here are 2 saves.
 

Attachments

  • -=Player=- Martinique. Saint Pierre port. April 21st, 1750.7z
    410.3 KB · Views: 90
  • -=Player=- Hispaniola. La Tortue port. May 3rd, 1750.7z
    467.5 KB · Views: 94
The quest completes on Boca de Hubon shore instead for some reason. :facepalm
 
A while back somebody mentioned not being able to complete an escort quest to the Buccaneer Camp on Hispaniola.
It turns out that my attempted fix for that was the cause of the Tortuga one pointing to the wrong beach.

Proper fix is to replace this in PROGRAM\QUESTS\quests_common.c:
Code:
      for(int di=sti(Locations[0].IslandsList.(sIsland).begin); di<sti(Locations[0].IslandsList.(sIsland).end); di++)
       {
         if(CheckAttribute(&locations[di],"townsack") && locations[di].townsack==pchar.quest.generate_convoy_quest.destination)
         {
           if(CheckAttribute(&locations[di],"id") && HasSubStr(locations[di].id,"port"))
           {
             sdest = locations[di].id;
             break;
           }
         }
         else
         {
           switch(sIsland)
           {
             case DEFAULT_TRADEISLAND:   sdest = "Conceicao_shore_02";   break;
             case "Hispaniola":       sdest = "Hispaniola_shore_02";   break; // PB
           }
           if(sdest!="") break;
         }
       }
With this:
Code:
      for(int di=sti(Locations[0].IslandsList.(sIsland).begin); di<sti(Locations[0].IslandsList.(sIsland).end); di++)
       {
         if(CheckAttribute(&locations[di],"townsack") && locations[di].townsack==pchar.quest.generate_convoy_quest.destination)
         {
           if(CheckAttribute(&locations[di],"id") && HasSubStr(locations[di].id,"port"))
           {
             sdest = locations[di].id;
             break;
           }
         }
       }
       if(sdest=="")
       {
         switch(sIsland)
         {
           case "Conceicao":       sdest = "Conceicao_shore_02";   break;
           case "Douwesen":       sdest = "Douwesen_Shore_01";   break; // PB
           case "Hispaniola":       sdest = "Hispaniola_shore_02";   break; // PB
         }
         if(sdest!="") break;
       }
This will ensure the beach destinations won't be triggered unless there really ISN'T a port to go to.

Thanks for catching this one, @Hylie Pistof! :cheers
 
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