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Fixed Ardent storyline: Lucia stays onboard.

ANSEL

Corsair
Storm Modder
Hearts of Oak Donator
After escorting "Lucia de la Vega" to "San Juan" where she now lives happily,
she also stays onboard as a officer, doing her job and earn skills. So she is two
places at same time:) I cant talk to her on the ship ore dismiss her.
I personal dont mind to have her both places, thats nice;) seadogs2_0000.jpg
 
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My guess is that after the dialogue and quest options are used up then she has no dialogue at all.

Does she just not respond to dialogue attempts or are there no options to select?
 
My guess is that after the dialogue and quest options are used up then she has no dialogue at all.
As a person she is only in San Juan, with all the dialogue options. At the ship shes only appears on the passengers list.
 
Oh I see, I thought you were walking around your deck trying to talk to her! Then the problem might be that she isn’t removed as a passenger after the quest. So if you place her in an officer slot then does she follow you? If so, does she not have dialogue? It might just be a simple case of her not being removed, but if you cannot possibly interact with her then there must be another problem.

If you run this at the console the log might show some relevant attributes...
Code:
DumpAttributes(CharacterFromID("Lucia de la Vega"))

If it’s ever a problem then you could try this to forcibly remove her...
Code:
RemovePassenger(GetMainCharacter(),CharacterFromID("Lucia de la Vega"))
 
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Change "quests_reaction.c", specifically case "released_free1":
Code:
    case "released_free1":
       Locations[FindLocation("Muelle_town_03")].reload.l1.disable = 0;
       Preprocessor_AddQuestData("name", GetMySimpleName(romance));
       AddQuestRecord("Kidnap", 16);
       Preprocessor_Remove("name");
       if(AUTO_SKILL_SYSTEM)
       {
         AddPartyExpChar(pchar, "Leadership", 1000);
         AddPartyExpChar(PChar, "", 250);
         AddPartyExpChar(pchar, "Sneak", 250); // <----- Remove a couple of commented-out lines, I'd kept them there in case the revised experience reward didn't work the way I wanted
       }
       else {AddPartyExp(pchar, 1500);}
       ChangeCharacterReputation(PChar, 5);
       LAi_SetCitizenType(romance);
       Characters[romanceidx].dialog.CurrentNode = "First time";
       RemovePassenger(PChar, romance); // <------  Add this
     break;

Note that you must use generic variable "romance" rather than specific name 'CharacterFromID("Lucia de la Vega")' otherwise the next person to play as Helen Ardent is going to have the same problem. Helen will be dealing with Edmundo, not Lucia, but the code just uses the generic variable so the same code covers both characters.

@ANSEL: Thanks for the feedback! :onya As well as continuing to develop the story (you're soon going to find out why those characters are labelled "romance"...) I'm happy to fix any bugs which players find. Admittedly I'd be even happier if there weren't any bugs to find, but this is part of the process of making that be the case.
 
I'm thinking.... Stockholm syndrome.... :rolleyes:
Not exactly. If you go through with the kidnap as a ransom-demanding kidnap, Lucia/Edmundo will react appropriately. But there are alternatives, one of which isn't implemented yet. And that's what I'm working on at the moment...
 
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