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Fixed Escort Quest: Player Stuck in Ports with too many characters

Perhaps i'm using the wrong search terms. Curiously, the problem seems to have occurred all the way back in 2009 as well.
 
Code:
CreateCharacter -> character Quest trader can invalide model(Man9) or animation(man)
Template <follow> -> path not found chr.id = Quest trader
Quest name generate_convoy_quest_completed FOUND in CommonQuestComplete

This sounds like a thing we fixed before....
Right @Pieter Boelen
I think that is the "too many characters in location" problem. Speightstown has a lot of BuildingSet structures, so that isn't actually all that surprising.

And yes, that has already been fixed in the Beta 4 base.
What I did was to add a "vcskip" attribute to the destination so there won't be random characters to mess up the quest character's appearance.

soooo, any way of fixing this? I suppose i could simply fail the quest, but this is going to happen again at some point.
Try executing this through console prior to going ashore in the destination port:
Code:
Locations[FindLocation(pchar.quest.generate_convoy_quest_completed.win_condition.l1.location)].vcskip = true;

Then assuming that is DOES complete properly then, execute this AFTER the quest has completed:
Code:
       ref port = &Locations[FindLocation(pchar.location)];
       DeleteAttribute(port,"vcskip");                 // PB: Reset this to normal

This is effectively manually executing the fix that is already in Beta 4.
 
Actually, this may be simpler:
Code:
PChar.vcskip = true;

Then upon completion:
Code:
DeleteAttribute(PChar,"vcskip"); // PB: Reset this to normal

Best solution: Don't stick too much longer to Beta 3.4 . The amount of things that have changed since then is HUGE!!!
 
Actually, this may be simpler:
Code:
PChar.vcskip = true;

Then upon completion:
Code:
DeleteAttribute(PChar,"vcskip"); // PB: Reset this to normal

Best solution: Don't stick too much longer to Beta 3.4 . The amount of things that have changed since then is HUGE!!!

Thank you very much! I'm also nearing the end of my current main quest, so i might not have to for much longer. With a bit of luck i'll be able to synchronise it with the final release of beta 4.
 
Well, the PRE-final release of Beta 4, I hope. As in: a version that is quite playable, but not yet the public release.
Because we need to have it thoroughly tested first.
 
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