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Bugs in the B12.1 + Pieter's Modpack version

CatalinaThePirate

Unholy Terror,
Storm Modder
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> all!

After I finished up the Animist questfix, I figured I'd give modding a bit of a rest and do some bugtesting with Pieter's Modpack... I wanted to see what everyone's been talking about! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

Here are a couple of things I've found:

I started a new game, and immediately reset the controls to default. BIG MISTAKE, Nathaniel was frozen in one spot and would not move. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

Idle questions... I get "trusty fists" from some of my opponents. Since I cannot sell them nor give them away to my officers, what use is it to have multiples? Is there a way to make it so that the fists can be given to your officers, and if your officers get disarmed, they use their fists if they have them?

I began my game with the Stormy Start, and made my way from Khael Roa to Greenford without sinking... I also ended up there without any real way of making any real kind of money for a stake to get my fortunes up. I had no contraband, which I was rather expecting... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> SO I figured I'd try to ask the merchant for a trade mission. BIG MISTAKE - the game hangs there and there's no way to end it without doing a reboot of my computer. There's no error log, and it not only happened in Greenford, it happened in Redmond and Isla Muelle (so far) too. Reinit (I) and (T) buttons do not help.

Another idle question... Is there a way to make NPC's specifically consume the poison antidote automatically if they get poisoned? Otherwise they consume all the health potions and then die if I cannot get to them and take the health potions away so they consume the antidote... I can't get to them (exchange items) during a boarding. It would be helpful if I could exchange items with my officers during a boarding.

I mentioned my troubles with the blacksmith in a different thread, so will not repeat them here. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" />

There ya go, I'm not far into the game, but these are my observations so far... Hope they help! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" />
 
The only question I can give an answer about: Nobody but yourself is supposed to have the fists item. And I thought I removed the disarming mod. You are using my most recent version, right? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
In stormy start, other people have fists. I dont think they do if you dont use stormy start, but I dont know. The antidotes have never worked with my officers, even in the stock, and it would be useful to exchange in a boarding.
 
Maybe they do have fists, but they RUDDY SHOULDN'T!!!!
Anyone knows how to make sure that not a single person except the main character has fists?
 
<!--QuoteBegin-Pieter Boelen+May 21 2005, 06:04 PM--><div class='quotetop'>QUOTE(Pieter Boelen @ May 21 2005, 06:04 PM)</div><div class='quotemain'><!--QuoteEBegin-->Maybe they do have fists, but they RUDDY SHOULDN'T!!!!
Anyone knows how to make sure that not a single person except the main character has fists?
<div align="right">[snapback]106152[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->

My version is a month old (update was about 500Kb).

Funny thing, I'm minding my own business, going from one part of town in Redmond to another, when I get the flashing red danger face icon, and along comes this guy trying to punch my lights out! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

So I do what any red blooded Pirate would do, I drew my sword <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />
and Wham! I get the message that I got some fists!

I must have cut his bloody arms off <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

PS: I have about 9 fists in my collection at the moment.
 
<!--QuoteBegin-Pieter Boelen+May 21 2005, 01:36 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ May 21 2005, 01:36 AM)</div><div class='quotemain'><!--QuoteEBegin-->The only question I can give an answer about: Nobody but yourself is supposed to have the fists item. And I thought I removed the disarming mod. You are using my most recent version, right? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> <div align="right">[snapback]106121[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd--> Yes, the most recent version. And no one is being disarmed - yet - it was mainly a suggestion for the future that I mentioned that.

I wish I could answer you, Pieter, about the fantoms being generated with Trusty Fists - AFAIK you have them set up correctly - maybe you need to make a separate file for them, something away from where the fantoms pull their items. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Nathan would know, I'd imagine.

<!--QuoteBegin-Petros+--><div class='quotetop'>QUOTE(Petros)</div><div class='quotemain'><!--QuoteEBegin-->I must have cut his bloody arms off <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /><!--QuoteEnd--></div><!--QuoteEEnd--> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
I found a problem with the Animists quest fix that is both puzzling and frustrating.

The reason that it's puzzling is this -

In quests_reaction.c -
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->  case "to_muelle_for_letter_2":04.06.2003 14:43
     DoReloadFromSeaToLocation("Muelle_shore", "reload", "reload2");
     Locations[FindLocation("Muelle_shore")].reload.l2.disable = 1;
     pchar.quest.mystery_men_meeting_us.win_condition.l1 = "location";
     pchar.quest.mystery_men_meeting_us.win_condition.l1.location = "Muelle_shore";
     pchar.quest.mystery_men_meeting_us.win_condition = "mystery_men_meeting_us";
 break;<!--c2--></div><!--ec2--><img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> I have NO IDEA how the numbers after <span style='color:red'>case "to_muelle_for_letter_2":</span> were added or where they came from or WHY they happened to be put THERE, but they are there. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Oddly, I looked in my ORIGINAL INSTALLATION PotC files and also found this strange numerical notation (it's obviously a date) - ??? Very weird.

They should be removed, I'm thinking. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> So I did this -
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->  case "to_muelle_for_letter_2":  //04.06.2003 14:43
     DoReloadFromSeaToLocation("Muelle_shore", "reload", "reload2");
     Locations[FindLocation("Muelle_shore")].reload.l2.disable = 1;
     pchar.quest.mystery_men_meeting_us.win_condition.l1 = "location";
     pchar.quest.mystery_men_meeting_us.win_condition.l1.location = "Muelle_shore";
     pchar.quest.mystery_men_meeting_us.win_condition = "mystery_men_meeting_us";
 break;<!--c2--></div><!--ec2--> Which takes it out.

The reason it is FRUSTRATING is that this does not appear to fix the problem that prompted me to go into quests_reaction.c in the first place. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />

I was playtesting the Animists quest to see if everything was running all right, and had just taken the letter from Father Bernard to Padre Domingues. The quest at that point triggers a landing at Octopus Bay on Isla Muelle, where you meet some Animists who wish to take the letter away from you. You are supposed to fight them, but unfortunately you do not. They do not get aggressive at all, and you cannot draw your sword. They are NOT your enemy. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Now this worked fine when I put it together, and my q_r.c file is the same one that worked just fine - there don't seem to be any problems with it whatsoever, it's the same as I sent out... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> I checked dialog, went back and ran the quest from previous saves, &tc, and it still stalls. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> You can't get back to your ship because the exit is locked. You can't even fight the guys who are there in ambush because even tho the game thinks you are in danger, no one draws their sword. NO one is your enemy. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

There are no error logs so I can't track what's happening. Everything seems to be correctly leading up to the point where you meet the Animists... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

I'm stumped. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

And I'm sorry. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" /> It worked all right for me when it left here (yes, I ran the entire Animists quest from beginning to end to make sure before I put it up for people to test), and it is the same code as far as I can tell (did a line-by-line comparison) - so it SHOULD WORK but it does not. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

I don't know if it's a corrupted save or not, so if someone would please download the most recent modpack of Pieter's and run the Animist quest perhaps you could tell me your experiences - maybe it will work for you. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":blah:" border="0" alt="tongue.gif" />

Thanks. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/flower.gif" style="vertical-align:middle" emoid=":ty" border="0" alt="flower.gif" />
 
You know I can't help with code but ... just a thought.

You're saying that when you hit the beach, the "Danger condition" is on so you can't interact with the Animists, but you also can't interact with the muggers because they are waiting for the animists to finish?

I know you can take a contraband quest to that beach and it works, with or without Spanish troop intervention, and whether or not you trade with, or double cross the smugglers.

Perhaps the answer is in the code that allows you to interact with smugglers on that beach. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Hmmm, good thought... But the thing is, I know it worked before - and I could take on both the Animists AND the smugglers. It worked fine in my test and I did not change any of the code there anyhow. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> The "danger" situation is on, and you can interact with the Animists, but you cannot draw your sword. You get the "Hmmm, that's not a good idea." message. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

No, it's something else that got changed somewhere - not sure where - that's causing this. I hunted through dialog, comparing line to line, and can't find the answer. Neither can I find it in q_r.c - everything looks good... It SHOULD be working. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />

Only thing I can figure is I have a corrupted save. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> I'm waiting for someone to tell me they've actually made it through the Animist quest with my fix - and everything went well. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
I suppose that somehow LAi_LocationFightDisable(&Locations[n], true); was enabled for that location. Is that line of code anywhere in the animist quest code? You could try adding LAi_LocationFightDisable(&Locations[n], false); somewhere to reset it. Hopefully that would do any good.
If I'd have the time, you can be certain that I'd go and test your fix; unfortunately, I don't, because I'm having my exams. I will have time in a bit more than a week though. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--QuoteBegin-Pieter Boelen+May 23 2005, 10:16 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ May 23 2005, 10:16 AM)</div><div class='quotemain'><!--QuoteEBegin-->I suppose that somehow LAi_LocationFightDisable(&Locations[n], true); was enabled for that location.<!--QuoteEnd--></div><!--QuoteEEnd--> Now there's a thought - I've been pouring over MY code when it might have been set elsewhere. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Odd... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> <!--QuoteBegin-Pieter Boelen+--><div class='quotetop'>QUOTE(Pieter Boelen)</div><div class='quotemain'><!--QuoteEBegin-->  Is that line of code anywhere in the animist quest code?<!--QuoteEnd--></div><!--QuoteEEnd--> No. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" /> <!--QuoteBegin-Pieter Boelen+--><div class='quotetop'>QUOTE(Pieter Boelen)</div><div class='quotemain'><!--QuoteEBegin-->  You could try adding LAi_LocationFightDisable(&Locations[n], false); somewhere to reset it. Hopefully that would do any good.<!--QuoteEnd--></div><!--QuoteEEnd-->That is a great suggestion, Pieter, I'm gonna try that... THANKS! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/flower.gif" style="vertical-align:middle" emoid=":ty" border="0" alt="flower.gif" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> all, here's what happened when I went in and applied Pieter's suggestion - this is from quests_reaction.c

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->  case "mystery_men_meeting_us":
     DisableFastTravel(false);
     DisableMenuLaunch(false);
     LAi_SetHP(characterFromID("Mystery_Man_01"), 80.0, 80.0);
     LAi_SetHP(characterFromID("Mystery_Man_02"), 80.0, 80.0);
     LAi_SetHP(characterFromID("Mystery_Man_03"), 80.0, 80.0);
     ChangeCharacterAddress(characterFromID("Mystery_Man_01"), "Muelle_shore", "goto12");
     ChangeCharacterAddressGroup(characterFromID("Mystery_Man_02"), "Muelle_shore", "reload", "reload3");
     ChangeCharacterAddressGroup(characterFromID("Mystery_Man_03"), "Muelle_shore", "reload", "reload3");
     LAi_SetStayType(pchar);
     LAi_SetActorType(characterFromID("Mystery_Man_01"));
     LAi_SetActorType(characterFromID("Mystery_Man_02"));
     LAi_SetActorType(characterFromID("Mystery_Man_03"));
     LAi_ActorDialog(characterFromID("Mystery_Man_01"), pchar, "pchar_back_to_player", 3.0, 1.0);
     LAi_ActorFollow(characterFromID("Mystery_Man_02"), pchar, "", 3.0);
     LAi_ActorFollow(characterFromID("Mystery_Man_03"), pchar, "", 3.0);
     AddQuestRecord("animists", "9");
     LAi_LocationFightDisable(&Locations[FindLocation(pchar.location)], 0);  //  --Cat
 break;<!--c2--></div><!--ec2--> I simply added this line -

<span style='color:red'>LAi_LocationFightDisable(&Locations[FindLocation(pchar.location)], 0); // --Cat</span>

And everything worked just fine after that. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/flower.gif" style="vertical-align:middle" emoid=":ty" border="0" alt="flower.gif" /> THANKS PIETER for making the suggestion! It WORKED! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

So this needs to be changed in the modpack. I'm also changing it in the fix file I uploaded, so hopefully we should be clean on that.

I'm continuing to bugtest the current modpack with my animists quest fix - and hopefully I won't run into anymore snags.

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Still do not know what happened to change this - I did NOT do anything to change the code for this section of the quest. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Ah well <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> It's fixed now! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

Thanks again, Peter! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Heh, the fun never ends. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

So I've got this part of my Animist Questfix nailed down and I've found another vexing problem. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />

Padre Domingues, who is captured by the Animists, is in a cell in the Animist cave. When you go into the cave to destroy the Animists, you fight with about ten of them who attack you. After you finish killing them off, there are two things you can do - go into the throne room and find the leader in the room behind the throne, or if you should happen to catch that PD is in a cell (you can see him there through the entry) you can go and talk with him.

I set it up so that if you do go talk to him before killing the leader, he warns you about the room behind the throne. This works just fine.

AFTER you defeat the Animists leader, you can go back to talk to PD - he is supposed to tell you that they've got the children on the ship and you should hurry to save them. This dialog does NOT happen. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

(it worked fine before I sent it off!)

Oddly, if you defeat the leader <i>before</i> you first talk to PD, his dialog triggers just fine and works the way I set it up - instead of warning you about the leader, he tells you that they have the children on the Mefisto.

Again, I can't see why the first instance of this dialog is not working; everything seems to be normal in the code. I have a quest attribute set that should cause the second part of his dialog to trigger once you've defeated the Animist leader... It's there, it should work - but it does not. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />

I'm going to attack this later on in the day today, but I thought I'd post in case someone has a suggestion...

Thanks... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/flower.gif" style="vertical-align:middle" emoid=":ty" border="0" alt="flower.gif" />
 
Maybe I made some mistakes putting the fix in and forgot a couple of differences? Be sure to check if all code you added to your original fix is indeed in the modpack.
Otherwise: I don't know much to help. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> HI NATHAN! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

No, we've taken care of it, thanks. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

Nice to see ya back! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> We've missed ya! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

Have a lemonade! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/beer2.gif" style="vertical-align:middle" emoid=":beer" border="0" alt="beer2.gif" />
 
Aw, thanks Cat. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> !
 
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