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B13 quest bugs

Try the following code:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->pchar.quest.ANIMISTS = completed;<!--c2--></div><!--ec2-->
and/or
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->ANIMISTS.completed = 1;<!--c2--></div><!--ec2-->
Be sure to check out the code in Unhappy women_dialog.c.

Also: Should we do something like <a href="http://www.piratesahoy.com/forum/index.php?s=&showtopic=9059&view=findpost&p=175946" target="_blank">this</a> like CCC suggests? It sounds like a good idea to me?
 
<!--quoteo(post=176818:date=Dec 23 2006, 09:27 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 23 2006, 09:27 AM) [snapback]176818[/snapback]</div><div class='quotemain'><!--quotec-->
Try the following code:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->pchar.quest.ANIMISTS = completed;<!--c2--></div><!--ec2-->
and/or
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->ANIMISTS.completed = 1;<!--c2--></div><!--ec2-->
Be sure to check out the code in Unhappy women_dialog.c.<!--QuoteEnd--></div><!--QuoteEEnd-->

Thanks, I'll try these.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
Also: Should we do something like <a href="http://www.piratesahoy.com/forum/index.php?s=&showtopic=9059&view=findpost&p=175946" target="_blank">this</a> like CCC suggests? It sounds like a good idea to me?
<!--QuoteEnd--></div><!--QuoteEEnd-->

I guess that would work just fine.
The other way, adding ability and skill points in officers.c works too, but requires that player to make the changes, while CCC's does it for you.

If the difference in ability points added was large, I'd go with my way.
Then you could change the direction in which the character would evolve, from the beginning.
But because only 1 or two special ability points are involved, CCC's automatic handling of this is probably better.
 
<!--quoteo(post=176818:date=Dec 23 2006, 09:27 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 23 2006, 09:27 AM) [snapback]176818[/snapback]</div><div class='quotemain'><!--quotec-->
Try the following code:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->pchar.quest.ANIMISTS = completed;<!--c2--></div><!--ec2-->
and/or
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->ANIMISTS.completed = 1;<!--c2--></div><!--ec2-->
...
<!--QuoteEnd--></div><!--QuoteEEnd-->
Tried them and several variations. Nothing worked. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
ARGH. Please have a look at that unhappy women dialog dialog file and see if you can figure something out. I really thought something like that should work. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

About the Nigel quest: We should try using CCC's idea then?
 
<!--quoteo(post=176957:date=Dec 24 2006, 12:42 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 24 2006, 12:42 PM) [snapback]176957[/snapback]</div><div class='quotemain'><!--quotec-->
ARGH. Please have a look at that unhappy women dialog dialog file and see if you can figure something out. I really thought something like that should work. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <!--QuoteEnd--></div><!--QuoteEEnd-->

Did that.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->

About the Nigel quest: We should try using CCC's idea then?
<!--QuoteEnd--></div><!--QuoteEEnd-->

About Nigel, the player (some players) will choose to fight him so he needs to be kept weak at the start.

The changes I made to him in the "Officers,c" file already include the extra ability and skill points he needs after he joins you.

Any way that is easier for you.
 
Easiest for me: Using your fix because I already put that in. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
Today the game crashed when I went to the sailing map. It happens right after the "Help the Church" quest when I should bring this message to pater domingues.

I loaded again..crash. I started from another save..crash... I've got no idea what to do. Is there something that should happen after the assignment from the redmont church?

I'm in Redmond and haven't completed the main quest.
 
<!--quoteo(post=176702:date=Dec 22 2006, 01:17 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Dec 22 2006, 01:17 PM) [snapback]176702[/snapback]</div><div class='quotemain'><!--quotec-->
Request.
Can someone give me the code I could put into the console, completing the "lost children/Mefisto" quest?
That is, up to the part just before going back to Douwesen to inform the mothers that their children are safe.
<!--QuoteEnd--></div><!--QuoteEEnd-->

After changing the LAi_SetMerchantType(ch); to ... LAi_SetStayType(ch);
I wanted to check if it kept the quest OK without playing through the whole thing.
Well forget it. I tried dozens of combinations but I don't get it to work. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

Now I don't care if the mothers get the kids back or not. <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />


Still, I needed this knowledge to use the "console.c" file to set another quest, the Lucas quest, as completed.
I want to set that as a start condition for a quest. I need to be able to check my quest's start and progress without playing the entire Lucas thing over and over.

Any help with this would be appreciated.
 
Try this: Set <i>PChar.quest.Lucas = "return";</i> using console.c, then talk to Joaquin Da Saldanha.

It isn't required to start a new game for changes to quest files to take effect, so you can just play the quest once, make a save, then start working on your own quest. When you need to add new characters, just Reinialize after adding them to the character init files. That might work better and safer than what I suggest above.

Another idea is to first make the quest without adding the Lucas quest completed requirement and only add that requirement AFTER the quest is working.

You should add a line of code <i>PChar.quest.Lucas = "completed";</i> in the final quest case for the Lucas quest. I don't know if it is required for your quest to actually hire Lucas, but if that IS required, you should add that line into <i>case "Lucas_join":</i> in quests_reaction.c or in <i>case "Exit_join":</i> in Lucas Da Saldanha_dialog.c. Then you can make a new character with whom to start your new quest and you can add <i>if(CheckAttribute(PChar,"quest.Lucas") && PChar.quest.Lucas == "completed")</i> into his dialog as check to start your new quest.

Edit: Mistake fixed.
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
Thanks Pieter. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

I'll be testing these ideas later today or tomorrow.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->It isn't required to start a new game for changes to quest files to take effect, so you can just play the quest once, make a save, then start working on your own quest. When you need to add new characters, just Reinialize after adding them to the character init files. That might work better and safer than what I suggest above.<!--QuoteEnd--></div><!--QuoteEEnd-->

That is good to know!

What about new locations?
I've already added a new location at the beginning, with no problem.
But I might need to add one somewhere towards the end.
 
<!--quoteo(post=177897:date=Jan 4 2007, 02:49 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Jan 4 2007, 02:49 PM) [snapback]177897[/snapback]</div><div class='quotemain'><!--quotec-->
What about new locations? I've already added a new location at the beginning, with no problem. But I might need to add one somewhere towards the end.
<!--QuoteEnd--></div><!--QuoteEEnd-->
It is possible to Reinit new locations by adding the code for the location that you usually put in the location init files in Reinit.c as well and press F11 during the game. I think that should work.
 
<!--quoteo(post=177888:date=Jan 4 2007, 08:10 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 4 2007, 08:10 AM) [snapback]177888[/snapback]</div><div class='quotemain'><!--quotec-->
Try this: Set <i>PChar.quest.Lucas = "return";</i> using console.c, then talk to Joaquin Da Saldanha.<!--QuoteEnd--></div><!--QuoteEEnd-->
Sadly this doesn't do anything in the console. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->

Then you can make a new character with whom to start your new quest and you can add <i>if(CheckAttribute(PChar,"quest.Lucas") && PChar.quest.Lucas = "completed")</i> into his dialog as check to start your new quest.
<!--QuoteEnd--></div><!--QuoteEEnd-->

That line breaks any dialog I add it to. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

Edit:
if(CheckAttribute(PChar,"quest.Lucas") && PChar.quest.Lucas =="completed") this way doesn't break dialog. Thanks to CCC for the hint.

I'm guessing that no one has ever used the console to complete a quest.
Perhaps it can't be done.
 
Woops. Sorry about that typo. It should indeed read PChar.quest.Lucas =="completed".

When you run the console with that line I mentioned, nothing will visibly happen. The difference should be that when you talk to Joaquin Da Saldanha, he should think that you have just returned his son. However, I can see major mess-ups occurring when doing this, because all of the many quest code lines that are supposed to go before aren't actually run.

I recommend you just play the quest, then make a save after finishing that quest so you can test your new quest using that save. I do think that you need to add the <i>PChar.quest.Lucas = "completed";</i> code like I suggested. That is the easiest way to trigger a new quest to start afterwards, I think.
 
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