• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Fixed Jack Sparrow: Cannot Talk to Nevis Pirate Leader

Mirsaneli

Privateer
Storm Modder
Can you post a savegame, please?

Joining the Pirates does work by talking to the Nevis pirate leader. If he doesn't show ANY dialog, perhaps quest use broke that.
If so, that requires fixing!

Are you playing the Jack Sparrow storyline? In that one, you now NEED to be able to join the Pirates to unlock various sidequests.

Yes, Jack Sparrow storyline. Still not possible to talk to the Nevis pirate leader.
 

Attachments

  • Savegame.rar
    755.2 KB · Views: 119
Yes, Jack Sparrow storyline. Still not possible to talk to the Nevis pirate leader.
Looks like the quest leaves him set to "ActorType" and you cannot talk to those.
You can convince him to talk again by executing this through console:
Code:
   ch = CharacterFromID("Isenbrandt Jurcksen");
   LAi_SetWarriorType(ch);
   LAi_warrior_DialogEnable(ch, true);
   LAi_warrior_SetStay(ch, true);
See here for details on how: Tutorial - Modding Tips & Tricks | PiratesAhoy!

However, that isn't an actual fix, since this should be included in the storyline quest code itself!
I had a quick look through it, but it seems there is quite a bit of dealings with him and I'm not familiar enough with the story to know where he should be reset.

@Talisman, @ANSEL, @jack sparring or anyone else who IS familiar with the Jack Sparrow storyline,
can you give me an overview of everywhere the Skull/Isenbrandt Jurcksen character is used?
And if you look through quests_reaction.c, could you find some appropriate spots to reset him back to normal with the above lines of code?
 
And to clarify, this is really rather important. Jack MUST be able to join the Pirate Brotherhood to unluck several of the sidequests now.
So then if Skull isn't there or doesn't talk, you're unfairly locked out from those sidequests and all the pirate fun that goes with it.
No pirate fun as Jack Sparrow then! :shock
 
Looks like the quest leaves him set to "ActorType" and you cannot talk to those.
You can convince him to talk again by executing this through console:
Code:
   ch = CharacterFromID("Isenbrandt Jurcksen");
   LAi_SetWarriorType(ch);
   LAi_warrior_DialogEnable(ch, true);
   LAi_warrior_SetStay(ch, true);
See here for details on how: Tutorial - Modding Tips & Tricks | PiratesAhoy!

However, that isn't an actual fix, since this should be included in the storyline quest code itself!
I had a quick look through it, but it seems there is quite a bit of dealings with him and I'm not familiar enough with the story to know where he should be reset.

@Talisman, @ANSEL, @jack sparring or anyone else who IS familiar with the Jack Sparrow storyline,
can you give me an overview of everywhere the Skull/Isenbrandt Jurcksen character is used?
And if you look through quests_reaction.c, could you find some appropriate spots to reset him back to normal with the above lines of code?

There are a lot of lines in the console, I don't know where to execute it?
I had this issue with the pirate leader in the previous 3.4 version also. I thought it was normal.
 
There are a lot of lines in the console, I don't know where to execute it?
Did you click that link I posted? It is explained very specifically there.

I had this issue with the pirate leader in the previous 3.4 version also. I thought it was normal.
Well, clearly it's not a new problem. But it is definitely unintentional. And wrong.
And especially bad now that "joining the pirates" is actually a more valid game style AND is required for several Jack Sparrow sidequests.
 
:ahoy

Sparrow has to negotiate with Skull in the Brock Brinkley Storyline.

Basically it is all the possible options available if the player chooses NOT to help Shaypen at Gray Rock Bay ( including not going to Gray Rock Bay in the first place).

There are 3 exits from Skull's dialog

1) - Fight Skull - Skull imortal player dies ( I think ???)

In Skull_dialog.c

Code:
     case "Exit_for_Fight":
       DialogExit();
       NextDiag.CurrentNode = NextDiag.TempNode;
       AddDialogExitQuest("Fight_with_skull");
     break;

in quests-reaction.c

Code:
     case "Fight_with_skull":
       LAi_LocationFightDisable(&Locations[FindLocation(pchar.location)], false);
       LAi_SetFightMode(PChar, true);
       LAi_SetActorType(characterFromID("Isenbrandt Jurcksen"));
       LAi_SetPlayerType(pchar);
       LAi_SetImmortal(Pchar, false);
       LAi_ActorAttack(characterfromID("Isenbrandt Jurcksen"), pchar, "");

       pchar.quest.Skull_died.win_condition.l1 = "NPC_Death";
       pchar.quest.Skull_died.win_condition.l1.character = "Isenbrandt Jurcksen";
       pchar.quest.Skull_died.win_condition = "Skull_died";

       PChar.quest.KilledFighting.win_condition.l1 = "NPC_Death";
       PChar.quest.KilledFighting.win_condition.l1.character = PChar.id;
       PChar.quest.KilledFighting.win_condition = "KilledFighting";
     break;

     case "Skull_died":

     break;
// TO BE EXTENDED - PIRATE SETTLEMENT


2) - First possible negotiated Exit - Rescue Brin Girls

In Skull_dialog.c

Code:
     case "Exit_for_sea":
       DialogExit();
       TakeItemFromCharacter(Pchar,"jewelry2"); // TALISMAN added
       TakeItemFromCharacter(Pchar,"jewelry2"); // TALISMAN added
       GiveItem2Character(Pchar,"Map_Doc_3");
       AddQuestRecord("Aztec", 8);
       NextDiag.CurrentNode = NextDiag.TempNode;
       AddDialogExitQuest("Now_to_ships");
     break;

in quests-reaction.c

Code:
case "Now_to_ships":
       LAi_ActorGoToLocator(characterFromID("Isenbrandt Jurcksen"), "goto", "goto1", "", 10.0);
       SetOfficersIndex(Pchar, 2, getCharacterIndex("Bella Brin"));
       SetOfficersIndex(Pchar, 3, getCharacterIndex("Annabella Brin"));
       SetOfficersIndex(Pchar, 1, getCharacterIndex("Annabella Brinkley"));
       ChangeCharacterAddressGroup(characterfromID("Susan Shaypen"), "QC_Town", "goto", "goto15");
       LAi_QuestDelay("Back_to_Bridgetown", 0.0);
     break;


3) - Second possible negotiated Exit - Rescue Brin Girls

In Skull_dialog.c

Code:
     case "Exit_get_hostages":
       DialogExit();
       GiveItem2Character(Pchar,"Map_Doc_3");  //TALISMAN added
       AddQuestRecord("Aztec", 8);  //TALISMAN added
       NextDiag.CurrentNode = NextDiag.TempNode;
       AddDialogExitQuest("Now_find_Barbossa");
     break;

in quests-reaction.c

Code:
     case "Now_find_Barbossa":
       DisableFastTravel(true);
       Pchar.quest.rescued_the_sisters.win_condition.l1 = "location";
       PChar.quest.rescued_the_sisters.win_condition.l1.character = Pchar.id;
       Pchar.quest.rescued_the_sisters.win_condition.l1.location = "QC_port";
       Pchar.quest.rescued_the_sisters.win_condition = "rescued_the_sisters";
     break;



Not sure where the best place to add the code to set him back to normal - probably have to do it in all 3 :shrug

:drunk
 
1) - Fight Skull - Skull imortal player dies ( I think ???)
Can skip that one, since apparently you cannot win.

2) - First possible negotiated Exit - Rescue Brin Girls
So to fix:
Code:
    case "Now_to_ships":
       LAi_ActorGoToLocator(characterFromID("Isenbrandt Jurcksen"), "goto", "goto1", "", 10.0);
       // PB: Set him back to normal -->
       LAi_SetWarriorType(characterfromID("Isenbrandt Jurcksen"));
       LAi_warrior_DialogEnable(characterfromID("Isenbrandt Jurcksen"), true);
       LAi_warrior_SetStay(characterfromID("Isenbrandt Jurcksen"), true);
       // PB: Set him back to normal <--

       SetOfficersIndex(Pchar, 2, getCharacterIndex("Bella Brin"));
       SetOfficersIndex(Pchar, 3, getCharacterIndex("Annabella Brin"));
       SetOfficersIndex(Pchar, 1, getCharacterIndex("Annabella Brinkley"));
       ChangeCharacterAddressGroup(characterfromID("Susan Shaypen"), "QC_Town", "goto", "goto15");
       LAi_QuestDelay("Back_to_Bridgetown", 0.0);
     break;

3) - Second possible negotiated Exit - Rescue Brin Girls
And again:
Code:
    case "Now_find_Barbossa":
       DisableFastTravel(true);
       Pchar.quest.rescued_the_sisters.win_condition.l1 = "location";
       PChar.quest.rescued_the_sisters.win_condition.l1.character = Pchar.id;
       Pchar.quest.rescued_the_sisters.win_condition.l1.location = "QC_port";
       Pchar.quest.rescued_the_sisters.win_condition = "rescued_the_sisters";

       // PB: Set him back to normal -->
       LAi_SetWarriorType(characterfromID("Isenbrandt Jurcksen"));
       LAi_warrior_DialogEnable(characterfromID("Isenbrandt Jurcksen"), true);
       LAi_warrior_SetStay(characterfromID("Isenbrandt Jurcksen"), true);
       // PB: Set him back to normal <--
     break;

I'll include that in the next update. Hopefully that covers it all.
Thanks for the help, gents! :cheers
 
That is up to you to decide. If you want to assist with testing, that would be appreciated.
But we've already found some new issues to fix and there will always be another version.

If you want to get somewhere in the game, that doesn't work when you have to start anew every week or so.
That is why we're working hard to get the current version ready for public release.

There are still plenty things on the Build Testing List that you can try in your current game version.
So you could stick with that and continue to provide feedback. That would help too. :doff
 
Ok, again I'm testing the Jack Sparrow storyline. This time I will go quicker through it, since last time I was leveling my hero and doing a lot of sidequests. Again, Pirate leader Skull is the problem. I copied this part of the walktrough from the forum Wiki:

A) - Leave Brigetown Tavern and Sail to Nevis Pirate Settlement.(top)
Shaypen talks to you on jetty at Nevis. - Fight – Kill her (Knocked out as per QB)

Go to tavern – talk to tavernkeeper – says you are brave slayer of Excise agents – Go to Pirate Leaders house

Skull talks to you

- offer to buy Brin sisters & Shaypen ( for Gold & 2 diamonds )

OR

- Ask to be paid to take them away <- Fight

Offer accepted by Skull ( gives you piece of map– Bottom Left ) – go to port Brin girls & Shaypen on jetty – autowalk to jetty – Shaypen walks up talks to you and leaves – then Annabella Brin talks to you


So, basically, I killed Shaypen (knocked her down) on jetty. After that I went to tavern and spoke to the tavern keeper. Then I went to Skull to offer him diamonds and gold (2k if I remember right). What happened after I spoke to tavern keeper? (which should trigger the dialog with Skull) - nothing happens when I speak to Skull. And when I return to tavern, the tavern keeper is gone. Disappeared. I wanted to do this quest in this way cause I know that the other option (to meet Shaypen on the Lighthouse Bay and sail to Tortuga works without bugs. There seems to be problems with Pirate leader scripts in my opinion.)
Here's the save game:
 

Attachments

  • Save.rar
    578.8 KB · Views: 111
This is with the 29 Nov 2015 version, right? I did include some changes for him in that version, but those needed testing.
Your savegame is very welcome as then I'll be able to check myself what is going on.

I hope you've got some patience though. At the moment I am stuck without Internet and therefore cannot do much of anything until that gets sorted out again. :facepalm

If you want to continue playing in the meantime, you could play the "Mings" version of the Sparrow storyline.
That one was recently updated in a few spots by @jack sparring and myself, but that could do with confirmation.
And do try to play all available Sparrow sidequests when you can! Those could also do with some double-checking.
 
This is with the 29 Nov 2015 version, right? I did include some changes for him in that version, but those needed testing.
Your savegame is very welcome as then I'll be able to check myself what is going on.

I hope you've got some patience though. At the moment I am stuck without Internet and therefore cannot do much of anything until that gets sorted out again. :facepalm

If you want to continue playing in the meantime, you could play the "Mings" version of the Sparrow storyline.
That one was recently updated in a few spots by @jack sparring and myself, but that could do with confirmation.
And do try to play all available Sparrow sidequests when you can! Those could also do with some double-checking.

Yes, this is the latest version from 29. November. In previous version, I didn't encounter this bug.
 
Yes, this is the latest version from 29. November. In previous version, I didn't encounter this bug.
Maybe the fix I did in this case actually broke the quest. I was afraid that might happen.

I'll have a look at it as soon as I can. But I cannot guarantee it will be this week.
 
Maybe the fix I did in this case actually broke the quest. I was afraid that might happen.

I'll have a look at it as soon as I can. But I cannot guarantee it will be this week.

For me, it's not the problem. I will start a new storyline with other profile and check the others also. I just wanted to make sure that everything is ok with Jack Sparrow storyline.
 
@Mirsaneli

I have just tried this using the Save you posted in Post #11.

I assume the Save is in the tavern after you talked to Skull.

I went back to Skull & he walked up and talked to me - OK. Paid him got map piece & Shaypen & Brin girls were waiting on the jetty. Quest continues OK. :shrug

I don't know why he did not talk to you before :shrug - do you have a Save before you talk to Ines diaz in the tavern - so I can see if there are problems.

:drunk
 
@Mirsaneli

I have just tried this using the Save you posted in Post #11.

I assume the Save is in the tavern after you talked to Skull.

I went back to Skull & he walked up and talked to me - OK. Paid him got map piece & Shaypen & Brin girls were waiting on the jetty. Quest continues OK. :shrug

I don't know why he did not talk to you before :shrug - do you have a Save before you talk to Ines diaz in the tavern - so I can see if there are problems.

:drunk
I did the same thing, and this time it works. I really don't get it. I went to Skull 3-4 times and tried to speak to him, the only thing I could press was: ...
Now suddenly, he approached me and started a conversation. Also, Ines Diaz has appeared again in tavern. I can proceed with the storyline. Sorry for false alarm :/
 
Sorry for false alarm :/

Don't worry - sometimes the quests are not as stable as they should be, and things like this can happen. :yes

If you have that Save from before you first talked to the tavern keeper (Ines) - then I could still use it to see if I can cause the bug to happen again and hopefully find which bit of the code is causing the problem.

:drunk
 
If you have any clue of what you did differently when it didn't work or what seemed different, that might still give a hint on some unreliable coding in that quest.
Sometimes if you do certain things "too quickly", they fail. Wouldn't be the first time. :facepalm
 
Back
Top