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Bartolomeu quest

Not really no <img src="style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":blah:" border="0" alt="tongue.gif" />

But I confirm, I've got the same bugs than you. <img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" />
 
Crazy. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
I've got some bad news though; it seems I finally ran into a really game-stopping bug. I have to find the priest in the Village church.
However, I can't seem to get into the village church. According to the code, there should be a reload6 locator, but it seems that doesn't exist at all.
I notice in your Bartolomeu Build, there is a file RESOURCE\MODELS\Locations\Town_QC\Exit\qcexit_la.gm; I take it I should put that in my game?
But why is it called qcexit_la instead of qcexit_l? There's no code references to qcexit_la. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Finally comparing your Bartolomeu Build resources with my own game version, I did notice some strange differences.
There's some confusion with locator files that are in your Build, but not in my game, but don't appear to be used anyway. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
Also, where are the 33_Ronal2_A1, blacksmith4_A1 and pirat15_A1 characters used?
Would there be any chance you could put all your Build 14 changed locator files and additional character models in a file?

BTW: You added some new loading screens, but I don't think they're actually used in the Build 14 code yet.
Could you upload the required code modifications for that too? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Rename it if you want <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> in order to not start a new game, it's not a problem and try again the main quest
 
<!--quoteo(post=308099:date=Mar 21 2009, 03:13 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Mar 21 2009, 03:13 PM) <a href="index.php?act=findpost&pid=308099"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also, where are the 33_Ronal2_A1, blacksmith4_A1 and pirat15_A1 characters used?
Would there be any chance you could put all your Build 14 changed locator files and additional character models in a file?<!--QuoteEnd--></div><!--QuoteEEnd-->
Forget them, they are some characters made by SuperDurnius and maybe he will need them for its future quest <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> .
 
<!--quoteo(post=308100:date=Mar 21 2009, 04:13 PM:name=bartolomeu o portugues)--><div class='quotetop'>QUOTE (bartolomeu o portugues @ Mar 21 2009, 04:13 PM) <a href="index.php?act=findpost&pid=308100"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Rename it if you want <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> in order to not start a new game, it's not a problem and try again the main quest<!--QuoteEnd--></div><!--QuoteEEnd-->Does that file include just that added locator? If so, there should be no need to have a differently named version anyway. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
Thanks. I already solved it with the one from the Bartolomeu Build though.
And quickly after ran into a problem at the port, because I didn't have that locator-file either.
And I just noticed that you only get your fists in the standard storyline! I fixed that now for all other storylines. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
By the way for the standard storyline, could you use from now on the gypsycaptain1 as model. It's the only one not used in the Bartolomeu main quest.
 
Done.

Also, in PROGRAM\Storyline\Bartolomeu\Locations\init\QuestLocations.c:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Locations[n].models.always.add = "GrPort_add";<!--c2--></div><!--ec2-->Should be:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Locations[n].models.always.add = "GrPort_SD";<!--c2--></div><!--ec2-->
Execute this code through the console if you don't want to start a new game:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Locations[FindLocation("Quest_Domingo_port")].models.always.add = "GrPort_SD";<!--c2--></div><!--ec2-->
 
Thanks ! Did you notice I made a locator for this location in order to have the light galleon just near the quay <img src="style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":blah:" border="0" alt="tongue.gif" />.

By the way, did you meet the Spanish Battleship ?
 
Having the Light Galleon near the quay is REALLY PRETTY! Good job! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

Spanish Battleship? What Spanish Battleship? I escaped from Santo Domingo without doing battle.
I was just thinking that it was a bit too easy. Why didn't the fort even fire on me? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

BTW: I do hate playing the nighttime scenes in the game; I just don't see anything. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
Ok... the fort didn't fire on me because you did that intentionally in the code. <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />
Also, the Battleship is supposed to be at Cozumel and I didn't get there yet. I'm going to check that now. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Yep, the Battleship was there. Damn! Those cannons do serious damage when they hit you! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
I have to check if Emilio now uses his other model.
 
Yes, Emilio uses the second model. <img src="style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":blah:" border="0" alt="tongue.gif" /> until you reach Port Royal. By the way, when you meet the fisherman in the Santiago Port, Check the wall near the entry into the town <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />:
 
I will. I strongly suspect I know what I'm supposed to see there and if I'm right, yes, that IS cool! <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />
 
I got up to the point where I begin the search for the 'Santiago' again. Still no major issues. I do think you need to add some vcskip attributes in places though. There was quite a bit of interfering by random characters during the hanging scene in Havana and that wasn't the first time something like that happened. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

BTW: I noticed in the current part of the quest, you make use of your original Bartolomeu quests. Pretty cool! <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
I thought I actually put that "Francisco Cruz" character in port and had him run away though when I made some modifications to your quest.
But it seems that isn't in the new Bartolomeu main quest.
 
<!--quoteo(post=308153:date=Mar 21 2009, 07:34 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Mar 21 2009, 07:34 PM) <a href="index.php?act=findpost&pid=308153"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I got up to the point where I begin the search for the 'Santiago' again. Still no major issues. I do think you need to add some vcskip attributes in places though. There was quite a bit of interfering by random characters during the hanging scene in Havana and that wasn't the first time something like that happened. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

BTW: I noticed in the current part of the quest, you make use of your original Bartolomeu quests. Pretty cool! <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
I thought I actually put that "Francisco Cruz" character in port and had him run away though when I made some modifications to your quest.
But it seems that isn't in the new Bartolomeu main quest.<!--QuoteEnd--></div><!--QuoteEEnd-->
About random characters in the hanging scene, I can fix it of course.
I didn't know you put "Francisco Cruz" running in the port <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> . Yes, I can add this feature <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
I come back on the probleme with the church of the village

In my game play it is impossible to enter in the church and there is no priest

is it normal

is the quest finish ?
 
<!--quoteo(post=308289:date=Mar 22 2009, 03:06 PM:name=bob abmag)--><div class='quotetop'>QUOTE (bob abmag @ Mar 22 2009, 03:06 PM) <a href="index.php?act=findpost&pid=308289"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I come back on the probleme with the church of the village
In my game play it is impossible to enter in the church and there is no priest
is it normal
is the quest finish ?<!--QuoteEnd--></div><!--QuoteEEnd-->The quest is finished, but this bug is indeed "normal", because there's some missing files in Alpha 9.
I ran into this problem myself and fixed it. See attached. Extract these files on top of your game version, load your savegame and press F12.
You should be able to get into the church now and continue the quest further. Let us know how it goes. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
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