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B14 A10 - Main quest completely busted

vaustein

Powder Monkey
The quest first got stuck at Barbados, where I was unable to moor after escorting the Albion (Cap. Ewan). The lame workaround - sinking the Albion and murdering Ewan - is explained in this thread.

After killing Ewan, tracking down Tobias, and escaping out of Speightstown with Tobias and the French captain on the stolen French frigate, I returned to Jamaica. As soon as the ship arrived, the scene jumps to the English governor's mansion. Tobias and the French traitor walk past my character, but the governor is *not there*. My character cannot walk, much less leave the town hall. The game is essentially over at this point.

I'm excited by the new features in Alpha 10, but the main quest is totally broken and needs to be fixed.
 
WHAT THE HELL!!!!! We fixed that bug ages ago.... to fix it just make sure you arrive during the day and the governer will be there ;)
 
WHAT THE HELL!!!!! We fixed that bug ages ago.... to fix it just make sure you arrive during the day and the governer will be there ;)

Eh, no offense, but you don't know the difference between a *fix* and a *workaround*. Sailing to Jamaica only during the day and effectively crashing the game otherwise is not a *fix* but rather a *lame workaround*.

I know that work on this mod is done for free as a hobby, but when someone points out a bug as I did, don't just lazily throw out a lame workaround and call it fixed - actually show some interest in fixing the bug. :slap

Or, you can hint at a solution so that I can try my hand at fixing it myself. You say this only repro's if the player's ship arrives in Jamaica at night? Tell me where to find the event trigger and I'll investigate.
 
Actually I think I do know the difference, take a look at the bug tracker if you dont believe me. We have it fixed in the files but for some reason it doesnt work.

Its really stupid actually cause it locks the door AND also it makes the person disappear at night even when we set them to be there 24/7.

I did hint a solution that will allow you to continue the quest and Im sorry I said fix but its a lot easier to write fix than "as a temp walkaround".

Sorry I cant actually fix this at the current time but Im already extremly busy with the Build Mod writing the Jack Sparrow quest and being the main BUG FIXER at the current time (hence the reason I said look at the tracker).

As an example of me FIXING things:
The quest first got stuck at Barbados, where I was unable to moor after escorting the Albion (Cap. Ewan). The lame workaround - sinking the Albion and murdering Ewan - is explained in this thread.
Take another look in that thread :yes

The thing is there has been bugs in the Jack Sparrow storyline that I need to FIX before I go back to standard storyline ;)

Oh and the event trigger is fine (as it works during the day), there is a line in Silehard's character entry that SHOULD place him there all the time that doesnt.

If you want to investigate the event trigger is in PROGRAM/Storyline/standard/quests/quest_reaction.c AND his character entry is in PROGRAM/Storyline/standard/characters/init/Story.c

EDIT: Sorry my mistake the line has been removed from his character entry.
Try adding this line:
Code:
LAi_SetLoginTime(ch, 0.0, 24.0);
to his character entry [NEW GAME REQUIRED]
 
You're right, of course; the "arriving during day" thing IS a workaround and not a fix.
I'm thinking maybe we should put a line LAi_SetLoginTime(ch, 0.0, 24.0); in the code that adds characters to the game.
That way hopefully ALL characters are ALWAYS there. Then we can add an attribute to characters who should not always be there,
such as street merchants, so that doesn't get applied to them. I really hate those characters just disappearing.
There's not many characters in the game that should NOT be there all the time.

I once tried looking into this, but ended up confused. But it SHOULD be fixable somehow. :yes
 
True it really is annoying and I did think that the fix was already in the file (guess I was mistaken) :(
 
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