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Animist quest fix

CatalinaThePirate

Unholy Terror,
Storm Modder
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> mateys... I was bugtesting the recent adds to Pieter's modpack (opium den and pharmacy) and casting about for something to do while I was messing around in the game, I started the Animists quest ("Strange Things in the Archipelago"). After hitting QC to ask Ines about the Mephisto, I ran into a dead end, with nothing to point me to the priest on Redmond - which is the next part of the quest.

After musing about it a few minutes, I realized I should attempt to make some small simple changes in dialog to help the quest along.

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> Okay... So as you all probably know by now, NOTHING ever is "simple", with me. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

The questbook entry mentions that the Animists killed someone on the beach, before leaving QC. Ines mentions it too. I thought perhaps I needed to talk to someone on the beach for further info. That someone (to my mind, logically) turned out to be Terry Snider, the black sailor who walks around the QC port.

His dialog is the QC citizen dialog, ably and wittily amended by Alan Smithee (thanks for the laughs, Alan, haha!) into something quite a bit more interesting than the bland dialog you get when talking with most townspeople.

I've added a REAL and separate dialog for Terry Snider - keeping the citizen dialog in, but adding a taste of character flavor (ala FredBobSpeak, in a way) and - of course - the bits about the priest on Redmond.

Here's the dilemma:

In order to trigger the talk about the Animists, I've added a quest check in Ines's dialog when you ask her about the Mephisto. This is good.

HOWEVER... I now need a check so that the dialog will NOT trigger again, when it's over. You should still be able to talk to him like you'd talk with any citizen of QC.

I thought to use an "if/else" command but I'm not sure what the structure should be, PLUS I am severely lacking in sufficient lubrication of the RUM kind to get my brain working in a logical manner... So I need some help. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

Here's the bit of code. What should I do?<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->  case "First time":

     Dialog.defAni = "dialog_stay1";

     Dialog.defCam = "1";

     Dialog.defSnd = "dialogs17";

     Dialog.defLinkAni = "dialog_1";

     Dialog.defLinkCam = "1";

     Dialog.defLinkSnd = "dialogswoman24";

     Dialog.ani = "dialog_stay2";

     Dialog.cam = "1";

     Dialog.snd = "voiceQCSIQCSI001";

     dialog.snd1 = "";

     dialog.snd2 = "";

     dialog.snd3 = "";      

     dialog.snd1 = "";

     dialog.snd2 = "";

     dialog.snd3 = "";

     dialog.text = randphrase("Off with ye! Ah'm in no mood t' talk t' stranejahs.", "Ah, matey, buy me some rum?", "Ah'm busy matey, buggah off.", &dialog, dialog.snd1, dialog.snd2, dialog.snd3);

     if(!Rand(3)) dialog.text ="Of all the " + GetTownSize("Quebradas Costillas") + " people on this island, I had to run into you..."; // NK

     link.l1 = "...";

     link.l1.go = "exit";

// RobC/Alan_Smithee Blacksmiths (plus A_S' whim, expanding the dialog mightily) (and edited to suit character by Cat) -->

     link.l2 = "Hold there, friend. I only need some information on your fair colony here. There might be some rum in it for ya, if you're `helpful-like`.";

     link.l2.go = "new question";

//<--ditto<!--c2--></div><!--ec2-->Here's my add:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->      if (pchar.quest.ANIMISTS == "go_to_beach")  //  --> Added dialog by CatalinaThePirate to help fix confusion in Animists Quest

     {

   Dialog.snd = "voiceQCSIQCSI001";

   dialog.text = "Aye, matey?";

   link.l1 = "I heard tell there was a black ship moored here for a little while.  The Mephisto.";

   link.l1.go = "mephisto1";

     }

     NextDiag.TempNode = "first time";  //  <-- selah haha

 <!--c2--></div><!--ec2-->And then the rest of the node:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->      if (pchar.quest.main_line == "blaze_talk_with_silehard_complete" && characters[GetCharacterIndex("Ines Diaz")].quest.rheims != "speak_with_humans")

     {

   Dialog.snd = "voiceQCSIQCSI001";

   dialog.text = "What?";

   link.l1 = "I'm looking for a man named " + characters[GetCharacterIndex("Raoul Rheims")].name + " " + characters[GetCharacterIndex("Raoul Rheims")].lastname + ". He's a captain. Have you seen him?";

   link.l1.go = "search_rheims";

   AddQuestRecord("Blaze_search_Rheims", "12");

   characters[GetCharacterIndex("Ines Diaz")].quest.rheims = "speak_with_humans";

     }

     NextDiag.TempNode = "first time";

 break;<!--c2--></div><!--ec2-->I'm guessing there's a way to say, "IF, but NOT IF". ??? In other words, I'd like to say, if <span style='color:darkred'> (pchar.quest.ANIMISTS == "go_to_beach")</span>

So I'm confused. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> I hope this makes sense. Please help! (send rum, haha!) Thanks! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->if (pchar.quest.ANIMISTS == "go_to_beach") but not if (some other quest check)  <!--QuoteEnd--></div><!--QuoteEEnd-->
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->if (pchar.quest.ANIMISTS == "go_to_beach") && !(some other quest check)<!--c2--></div><!--ec2-->
&& ! meaning "AND NOT"
 
Inez is almost there:

if (pchar.quest.ANIMISTS == "go_to_beach" && pchar.quest.main_line != "blaze_talk_with_silehard_complete")

or whatever second questcheck you want.
HTH <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Ah ha! Thank you both! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Hummm, dialog works but the switch doesn't seem to, or at least it won't in the spot where I put it. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> I haven't tested it fully and have had to go away from home again so I'm not able to do so for a bit, just wanted to mention what it's doing or not doing thus far...

I added the check like you see above, and the new dialog I edited works fine - added the second check, which may or may not be necessary ??? and fired up a new game to test.

Landed at QC and talked to Terry right off to see if dialog worked. It does.

Went to talk to Ines to set the first check, then walked back to talk to Terry. Nothing for the Animists triggered. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />

Not sure why. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> And that's as far as I've gotten. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

As I mentioned above, I built this off of the QC citizen dialog.

Oh heck, maybe I'll get the chance to work on it while I'm here at my friend's house, if I can convince her that she NEEDS PotC and B12 installed on her computer, LOL! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dev.gif" style="vertical-align:middle" emoid=":d:" border="0" alt="dev.gif" /> Hee hee! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->if I can convince her that she NEEDS PotC and B12 installed on her computer, LOL!  <!--QuoteEnd--></div><!--QuoteEEnd-->
There are people in the world without it <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /> ?
Anyways, you´re doing a great job with the Animists, I had to look it up in the Walkthrough the first time, as I had no clue how to go on.
 
<!--`QuoteBegin-v_Grimmelshausen`+--><div class='quotetop'>QUOTE(v_Grimmelshausen)</div><div class='quotemain'><!--QuoteEBegin-->There are people in the world without it  :shock ?[/quote]
The poor creatures <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/ohmy.gif" style="vertical-align:middle" emoid=":eek:" border="0" alt="ohmy.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/ohmy.gif" style="vertical-align:middle" emoid=":eek:" border="0" alt="ohmy.gif" /> It's a disgrace for humanity that they have to live without. Let's donate them some mods.
 
Neat idea to fix a `long-vexing` problem!

As a cheap check, you can check the state of the "Children_GreenChurch" rumor for your bit as that rumor is set up for the same purpose as your addition (is triggered only at that point in the quest and disabled as soon as you're past that point).

(In general: Always ask the townsfolk for rumors, you may find something new...in this and in other quests).
 
When you ask the citizens of QC about rumors, do they still tell you about these things? Mostly they steal all your money &tc and I got tired of that REALLY FAST. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

It's not directly clear - will they mention that you should go talk to the Priest at Redmond to find out about the children? Because a simple way to fix this THEN is to mention in the logbook that you should talk to the citizens about any rumors they might have heard. At least that's clear...

However I really do like my talk to Terry idea - and if I was home I'd mess with it more but I am not, and this computer is not set up for PotC (YET!)...
 
Right. Sorry about that, my language in my previous post is not what I'd choose on reflection. I certainly do not mean to say that my solution is sufficent, nor especially that yours isn't better let alone necessary as well. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Nor was the last sentence meant for you, but simply as a `non-spoily` way of saying there are a dozen other triggered rumors too.

Sorry 'bout that. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />
 
<!--`QuoteBegin-NathanKell`+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->Sorry 'bout that.  :eek:ops2[/quote] <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> No worries, Nathan! It was an observation that needed to be made. It just never comes to me to ask the townspeople about things simply because of the randomness of the pickpocket routine. It's TRULY annoying to deal with someone who steals your money and you can't kill them to get it back when they refuse to give it back. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/diomed.gif" style="vertical-align:middle" emoid=":dio" border="0" alt="diomed.gif" /> I <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" /> hate things that mess up my reputation! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/boom.gif" style="vertical-align:middle" emoid=":boom" border="0" alt="boom.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
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