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Clear your POTC Clutter

SirChristopherMings

Corrupter of Words
Storm Modder
Pack rat that I am in real life, this may seem a strange "fix" coming from me, but I have read many complaints about the various main quest articles that you acquire, and then can never get rid of, and I believe I have struck upon a novel way of relieving oneself of Rheim's Journal, the letter from Father Bernard with the release for the Animist, V. Massoni's papers, and the Animist's Amulet; selling them.

This fix requires a few minor edits:

1. Go to PROGRAMITEMSinitITEMS C File

and scroll down to this entry:

makeref(itm,Items[n]);
itm.id = "rheims_journal";
itm.name = "itmname_rheims_journal";
itm.describe = "itmdescr_rheims_journal";
itm.model = "";
itm.picIndex = 8;
itm.picTexture = "ITEMS_4";
// NK -->
itm.skiptrade = true;
itm.skiprand = true;
itm.skipequip = true; <--- <Change this to false,>
// NK <--
// itm.shown = 0;
itm.price = 0; <---- <Change this to a number, I put it to 1000 and it works fine, I would suggest any number greater than 2>


Do the same for: "rheims_letter"; "animists_amulet"; & "letter_prison"; "Massoni_papers";

When you load your game, press "I" to reinitialize, and you can either sell these or, alternatively, if you want to keep the items and put them in the chest on your ship, you can do that. (I kept the Animist Amulet as a souvenir.)
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/pirate2.gif" style="vertical-align:middle" emoid=":p:" border="0" alt="pirate2.gif" />

Certainly, you should not sell these items if you have not completed the quest because once you sell them they are gone. Let me know if there is anything unclear in my directions, or if you find it causing any problems. I have had no problems with the game since I applied these changes, but stranger things have happened.
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
Right, that would make sense..In case you accidentally sell something you need. whatever you sell a store is available for purchase still that same day.
I'd have to try it.
 
This is helpful, Sir Christopher, but the actual trigger for getting rid of a quest item after its usefulness should be in quests_reaction.c OR the dialogs...

It's not been a priority of mine, but perhaps since this "new build" package (Kieron's project) is coming up, I should look into fixing that for all of us.

Are there any other items that "stick around" after the quest is over?
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Are there any other items that "stick around" after the quest is over?<!--QuoteEnd--></div><!--QuoteEEnd-->

Aye, and her name be Danielle. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
Hee hee, I have a solution to that one...

<img src="http://www.ganotherapyusa.com/extras/daniel.jpg" border="0" class="linked-image" />

Buy her a new skin! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

Currently I'm running her around with my Catalina de Erauso skin. Funny how I like her much BETTER, now! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
<b><!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Originally posted by Captain Dams
Can we buy it?<!--QuoteEnd--></div><!--QuoteEEnd--></b>

Captain Dams,

Once you sell these items, and then leave the store, they are gone. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/ib012.gif" style="vertical-align:middle" emoid=":cry" border="0" alt="ib012.gif" />

Now I need some rum to cheer myself up. <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" />

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
Well Catalina, I always knew that Danielle was hiding something under that make up. Little did I know that it was a chest hairier then mine <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
Ew... so what we have here, is a male pirate masquarading as a female -- the complete opposite of what we were always told was the case? How Olde Englishe `theatre-esque`. & creepy.

Is Danielle still immortal after the main storyline is over? And I don't recall if you can remove her from active office status.
 
I believe that she is still immortal but one of the earlier Builds made it possible to remove her and Clement from your active officer lost and just make them passengers (or in Clement's case an officer on a ship that you want to sink <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> )
 
She is still immortal after the main quest ends, yes.

I believe you can remove her afterwards so she's just a passenger or you can assign her (& Clement) to a ship as a secondary officer, and then sell off the ship - they (and any other `quest-hired` officer EXCEPT FRED BOB) don't have the "you're fired" dialog so this is the only way to make them disappear short of bringing them on a boarding party and hoping they get massacreed. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />

I made Fred Bob so you have ALL the `tavern-hired` officer dialog and utilities, including the "you're fired" part - yes, you can fire Fred Bob - but you can rehire him... Heh... You may have to go back to talk to Orable to find out where he is, but you can `re-hire` him again... <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" />
 
Okay I took some time this evening and found the places in quests_reaction.c where code is needed so you will be able to play the game and when the quests are finished the items will be taken from your inventory...

I'm moving this thread to the PotC Modding forum for better visibility for this info (more appropriate section for the topic!)...

Since not everyone has the same quests_reaction.c I am going to post the fix here - and Kieron should also include it in the new build package.

To rid yourself of the Rheims letter:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->  case "exit_after_speak_with_rheims":

     LAi_SetActorType(characterFromID("danielle"));

     SetMainCharacterIndex(0);

     PChar = GetMainCharacter();

     LAi_SetImmortal(pchar, false);

     ChangeCharacterAddress(characterFromID("Danielle"), "none", "none");

     ChangeCharacterAddress(characterFromID("Vincent Bethune"), "none", "none");

     ChangeCharacterAddress(characterFromID("Raoul Rheims"), "none", "none");

     DoQuestReloadToLocation("Rheims_house_inside", "goto", "goto5", "exit_after_speak_with_rheims_2");

     Locations[FindLocation("Douwesen_port")].reload.l2.disable = 0;

     Locations[FindLocation("Douwesen_port")].reload.l3.disable = 0;

     Locations[FindLocation("Douwesen_shore_01")].reload.l2.disable = 0;

     Locations[FindLocation("Douwesen_shore_02")].reload.l2.disable = 0;

     pchar.quest.main_line = "danielle_speak_with_almost_dead_rheims_complete";

     AddQuestRecord("again_find_rheims", "7");

     CloseQuestHeader("again_find_rheims");

     SetQuestHeader("search_danielle");

     AddQuestrecord("search_danielle", "1");

     locCameraFollow();

     restorepassengers(pchar.id);

     TakeItemFromCharacter(Pchar,"rheims_journal");  // <-- Cat

     RemoveCharacterEquip(characterFromID("danielle"), BLADE_ITEM_TYPE);

     GiveItem2Character(characterFromID("danielle"), "blade6");

     EquipCharacterByItem(characterFromID("danielle"), "blade6");

     AddPartyExp(pchar, 10000);

 break;<!--c2--></div><!--ec2-->To rid yourself of the Massoni papers:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->  case "turpin_cabanel_story_exit":

     TakeItemFromCharacter(Pchar,"Massoni_papers");  // <-- Cat

//boal -->

           AddQuestRecord("Story_1stTaskReceived", "11");

//boal <--

     pchar.quest.turpin_cabanel_story_exit_2.win_condition.l1 = "location";

     pchar.quest.turpin_cabanel_story_exit_2.win_condition.l1.location = "Falaise_de_fleur_port_01";

     pchar.quest.turpin_cabanel_story_exit_2.win_condition = "turpin_cabanel_story_exit_2";

 break;<!--c2--></div><!--ec2-->To rid yourself of the Animist Amulet AND the Father Bernard Letter:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->  case "destroy_ANIMISTS_complete":

     pchar.quest.ANIMISTS = "completed";

     AddPartyExp(pchar, 50000);

     ChangeCharacterReputation(pchar, 10);

     //pchar.reputation = makeint(pchar.reputation) +10;

     changeCharacterAddress(characterfromID("padre Domingues"), "Muelle_church", "goto11");

     changeCharacterAddress(characterfromID("second_spaniard_priest"), "none", "goto11");

     GiveItem2Character(pchar, "blade20");

     TakeItemFromCharacter(Pchar,"animists_amulet");  // <-- Cat

     TakeItemFromCharacter(Pchar,"letter_prison");  // <-- Cat

     pchar.quest.fight_with_mefisto.win_condition.l1 = "location";

     pchar.quest.fight_with_mefisto.win_condition.l1.location = "IslaMuelle";

     pchar.quest.fight_with_mefisto.win_condition = "fight_with_mefisto";

     AddQuestRecord("ANIMISTS", "36");

 break;<!--c2--></div><!--ec2-->The lines changed are marked with " // <-- Cat " are the ones I've changed (DOH!). <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" />

Note that these changes will NOT affect a quest you have already FINISHED.

After making these changes, in order for them to take effect you will have to press the "I" key once back in the game.

PLEASE let me know if these DO NOT work - they should - I have not been able to test them but they should have the desired effect.

Thanks!
 
cat, could you do something similar to danielle after the main quest? since she's immortal, she should really be taken out altogether after the main quest, i reckon. (though i have to admit i did use her to get that silver on douwesen when i played after the main quest <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" /> )
 
Well, I could probably make her "`un-immortal`"... But you've got the option of a way to "get rid of her" yourself... Should we leave it as a choice for the player, or just fix it so that she becomes mortal?
 
Why do you people hold a grudge against Danielle?? I like her! She reminds me of my girlfriend, a dumb blonde girl who loves to wave a sword around...
(ooohhh, please God don't let her read that! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" />)

And to answer the question, I think it should be up to the player. Why not add a dialog to allow you to split up with her (as in get rid of her) or to make her mortal again. I like having an immortal boarding mate, especially seeing that she isn't half as good as my other officers (and enemies) and would die in an instant if she were mortal...
 
Well, she *is* helpful when you're playing at the Swashbuckler level, HA! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

But seriously, don't get me started on her, her impulsiveness got poor old Ralph Fawn killed... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/ib012.gif" style="vertical-align:middle" emoid=":cry" border="0" alt="ib012.gif" />: I liked Ralph, he was a good old salt... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/ib012.gif" style="vertical-align:middle" emoid=":cry" border="0" alt="ib012.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" /> Sorry, weird mood... Must be the paint fumes (been painting all day). <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#>/tongue.gif" style="vertical-align:middle" emoid=":blah:" border="0" alt="tongue.gif" />
 
In theory, I think I can picture how that would be done - giving the impetuous, voluptuous Danny a dialog option to fire her or make her killable.

You'd just add a "case" or "node" or whatever, that would enable the options after completion of the main quest... right?
 
Yup, that's pretty much it! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Add a couple of dialog lines. There's already a specific dialog for after the main quest is done, namely she says "..." and you reply "...". So you could replace that with some lines and code that would fire her and/or make her mortal.
You could have it in such a way that when you fire her she goes to a certain tavern and waits there, if you change your mind you can go back and hire her?
 
Yes, I can see that - and it would work nicely. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

I have a setup like that in my Fred Bob quest - if you fire FB, he cautions you that he won't come back, and if you say go, he goes - walks away - then fades out... I sent him *somewhere* (you have to ask Orable again where he is if you don't encounter him yourself) - and when you find him you can `re-hire` him if you wish...

I can fairly easily cobble something up for Danielle that would work... Testing it will be troublesome as I am not at that point in the game to do this (ModHelper will not do for testing this part, heh!) - but I can get there easily I suppose (I am at the point where we're going to go sack Greenford)...

What I like about this is that it could leave the character open for some new side quests after the main quest is over - so if you want "further adventures" with Danielle, someone could write something up!
 
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