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B13 quest bugs

Petros

Captain of "La Nao"
Storm Modder
Aside from installation and game play bugs, it would be good to have people play the main story and side quests to verify that they all work.

ledhed has reported in another thread that sinking Boons ship required him to sneak into FdF.
He was not able sail into port as relations did not reset to neutral.
 
The relations aren't meant to reset to neutral with the flags mod on. You should raise French or Portuguese colours before entering 3D sailing mode near Falaise de Fleur. Then check if a "you have been recognized" message shows up on the screen. If not, you can safely continue to Falaise de Fleur. If it does appear, you to map sailing mode again, then return. Eventually you should be able to safely sail into Falaise de Fleurs.
 
I think ledhed likes to use his british flag colours most of the time - that would be the problem imho?

I've had no problem with the boon quest or any of the mainquest line upto the point of travelling to Conceicao on the mission for the padre to get access to the library(to catch up with Danielle). The only issues are text related(typos/missing text in one case etc).
 
There's a bug the second time you infiltrate Oxbay: The shipyard is closed during non-bisness hours. So if you escape the tavern during the night you won't be able to get inside the shipyard building. Happily you can just murder the french soldiers on the streets, get back to the tavern, take a nap in the common room and lazily walk into hiding in the morning. X)
 
If you can't get the shipyard owner to hide you, this will break the quest with the chest he gives you. Doesn't sound good.

Hook
 
<!--quoteo(post=173609:date=Nov 27 2006, 10:41 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Nov 27 2006, 10:41 PM) [snapback]173609[/snapback]</div><div class='quotemain'><!--quotec-->
If you can't get the shipyard owner to hide you, this will break the quest with the chest he gives you. Doesn't sound good.

Hook
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No, you can. Just be sure to do that during the normal opening hours, or the shipyard is locked. You can wait in the tavern untill morning and go there, but it kind of robs the situation of the feel of urgency. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> The owner, going by the name Owen, if my memory serves me right, propably just had a disagreement with shipyardworkers union and isn't going to pay them extra for working overtime, or during the night.
 
<!--quoteo(post=173609:date=Nov 28 2006, 06:11 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Nov 28 2006, 06:11 AM) [snapback]173609[/snapback]</div><div class='quotemain'><!--quotec-->
If you can't get the shipyard owner to hide you, this will break the quest with the chest he gives you. Doesn't sound good.

Hook
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<img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" /> that bug has been there before. You have to run back to the tavern
and wait for daytime(have a snoore).
As far as Falaise de Fleur, hoist the french flag or use the backdoor(Octopus bay)!!
Works for me every time! Or do the "win a girl in a cardgame quest". As you return the lady
to FdF the govenor will forgive all your sins!! <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
I wished somebody would figure out what to do about that shipyard quest bug. I suppose we should make it so that the shipyard IS open during that particular night. But how?
 
how about taking a look at how the code was when it worked? it did in build 12.1.
 
A simple solution: find the entry definition for the shipyard in locations\init\oxbay.c

Locations[n].reload.l13.name = "reload3";
Locations[n].reload.l13.go = "Oxbay_Shipyard";
Locations[n].reload.l13.emerge = "reload1";
Locations[n].reload.l13.autoreload = "0";
Locations[n].reload.l13.label = "Shipyard.";
Locations[n].reload.l13.close_for_night = 1;

and set close for night to 0 . That will open the yard 24H... after starting a new game, that is <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
I suppose that would be better than the way it currently is. Still, it would be a bit odd. Wouldn't the shipyard owner be gone during the night?
 
No, he's working all the time. See characters\init\oxbay.c:

ch.id = "Oweyn McDorey";
....
LAi_SetLoginTime(ch, 0.0, 24.0);
 
Ah. Excellent. Otherwise the quest might've broken after all if you do get in there, but there's nobody there. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
Zaid Murro quest is bugged with auto looting on!

With the second set of bandits, two of the three present as unarmed and the red danger icons stop after you kill the one that is armed.
You have to kill them all to complete the quest, thus incurring a rep loss.

Note that you get sabers from all of them with auto loot anyway.



With auto loot off, everything is normal.
 
Played the game almost to the final sailing {Khael} b4 the fatal crashes {discussed elsewhere}, all the stock quests completed and acquired Mephisto with no probs, remembering to visit the priest at his "new home", probably as a penance for being kidnapped <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> The only issue was taking Greenford, when i attacked the fort useing my class2 ship under a Portugese flag the fort never fired a single shot at me !!! so it was easy to take the fort with a full crew, not that i minded at the time i just figured that Danielle had managed to spike the guns so i would'nt get hurt lol... apart from that no issues with the stock portion of the game. {build 13 version, will try with update pack and new install and see if that fixes the other matter...}
 
<!--quoteo(post=173973:date=Nov 30 2006, 06:45 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 30 2006, 06:45 PM) [snapback]173973[/snapback]</div><div class='quotemain'><!--quotec-->
Zaid Murro quest is bugged with auto looting on!
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That's an interesting notion. What could the autoloot have got to do with that though? The autoloot only does anything after you kill the enemies, not before. Beats me how this could happen. I hope somebody could figure it out. In any case: Post it on the Bug Tracker so we don't risk forgetting about this one. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
<!--quoteo(post=173988:date=Nov 30 2006, 03:07 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 30 2006, 03:07 PM) [snapback]173988[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=173973:date=Nov 30 2006, 06:45 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 30 2006, 06:45 PM) [snapback]173973[/snapback]</div><div class='quotemain'><!--quotec-->
Zaid Murro quest is bugged with auto looting on!
<!--QuoteEnd--></div><!--QuoteEEnd-->
That's an interesting notion. What could the autoloot have got to do with that though? The autoloot only does anything after you kill the enemies, not before. Beats me how this could happen. I hope somebody could figure it out. In any case: Post it on the Bug Tracker so we don't risk forgetting about this one. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
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It's not a notion.

Playing that part of the quest with autoloot on causes that problem.

Reloading prior to confronting them and having autoloot off, plays the quest normally.
 
<!--quoteo(post=173994:date=Nov 30 2006, 09:24 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 30 2006, 09:24 PM) [snapback]173994[/snapback]</div><div class='quotemain'><!--quotec-->
It's not a notion.
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Sorry. Perhaps I should have phrased that differently. I meant that it is interesting to know that autoloot can have some influence on NPCs even if they haven't died yet. I find that really odd, because the mod should only ever do something during the dying of the enemy characters.

I hope somebody could try to figure out why this happens. What Build version are you using at the moment? Perhaps you can attach a savegame so other people can see this problem for theirselves as well?
 
Clean stock POTC plus Build 13 plus 1st update.

Edit: And started a new game.
 
Wheres the code for the actions of Malcom Hatcher during the tutorial? Because if I remember rightly he unlocks doors as he goes through them, and if we can apply that to tobais....
 
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