• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Fixed "Falaise_de_fleur_shore_01" does not exist

Similarly, this guy's location doesn't exist either:
Code:
      //A pirate that offers teaching
   ch.old.name = "One-eyed";
   ch.old.lastname = "Sean";
   ch.name    = TranslateString("","One-eyed");
   ch.lastname    = TranslateString("","Sean");
   ch.id     = "One-eyed Sean";
   ch.model   = "Corsair2";
   ch.model.sex = "man";
   GiveItem2Character(ch, "blade4");
   ch.equip.blade = "blade4";
   ch.act.type = "citizen";
   ch.sound_type = "pirate";
   ch.location   = "Oxbay_town_01";
   ch.location.group = "goto";
   ch.location.locator = "goto9";
   ch.Dialog.Filename = "Oxbay citizen_dialog.c";
   ch.greeting = "Gr_Oxbay Citizen";
   ch.rank    = 1;
   ch.nation = ENGLAND;
   ch.reputation = "None";
   ch.experience = "0";
   ch.skill.Leadership = "1";
   ch.skill.Fencing = "1";
   ch.skill.Sailing = "1";
   ch.skill.Accuracy = "1";
   ch.skill.Cannons = "1";
   ch.skill.Grappling = "1";
   ch.skill.Repair = "1";
   ch.skill.Defence = "1";
   ch.skill.Commerce = "1";
   ch.skill.Sneak = "1";
   ch.money = "10";
   LAi_SetCitizenType(ch);
   LAi_SetLoginTime(ch, 0.0, 24.0);
   LAi_SetHP(ch, 80.0, 80.0);
   LAi_group_MoveCharacter(ch, "ENGLAND_CITIZENS");
   AddGameCharacter(n, ch);
So I'm deleting him too.
 
There is a reference to it in PROGRAM \ storyline \ standard \ quests \ both_reaction.c

Code:
// KK -->
       PChar.previous_relation = GetRMRelation(PChar, PIRATE);
       PChar.previous_flag = GetCurrentFlag();
       SetRMRelation(PChar, PIRATE, REL_NEUTRAL);
       HoistFlag(PERSONAL_NATION); // PB: Otherwise the below doesn't work

       iForceDetectionFalseFlag = -1;
// <-- KK

       // PB: Disabled because this triggers TOO EARLY when using DirectSail -->
     //   PChar.quest.seen_black_pearl_away1.win_condition.l1 = "MapEnter";
     //   PChar.quest.seen_black_pearl_away1.win_condition = "seen_black_pearl_away";
       // PB: Disabled because this triggers TOO EARLY when using DirectSail <--

       PChar.quest.seen_black_pearl_away2.win_condition.l1 = "location";
       PChar.quest.seen_black_pearl_away2.win_condition.l1.location = "Falaise_De_Fleur_port_01";
       PChar.quest.seen_black_pearl_away2.win_condition = "seen_black_pearl_away";

       PChar.quest.seen_black_pearl_away3.win_condition.l1 = "location";
       PChar.quest.seen_black_pearl_away3.win_condition.l1.location = "Falaise_De_Fleur_shore_01";
       PChar.quest.seen_black_pearl_away3.win_condition = "seen_black_pearl_away";
     break;

     case "seen_black_pearl_away":
// KK -->
       HoistFlag(PChar.previous_flag);
       SetRMRelation(PChar, PIRATE, stf(PChar.previous_relation));
       iForceDetectionFalseFlag = 0;
       DeleteAttribute(PChar, "previous_relation");
       DeleteAttribute(PChar, "previous_flag");
// <-- KK


:shrug
 
There is a reference to it in PROGRAM \ storyline \ standard \ quests \ both_reaction.c
You're quite right! Changed now to"Falaise_De_Fleur_shore", which does exist.
I wonder now if this is my doing.... since FdF has only one shore, I may have changed the location ID to prevent confusion.
Apparently I missed that spot.

Same thing to be changed here in PROGRAM\Characters\init\monks.c:
Code:
CreateMonk( "Victor",    "Hugues",    PreprocessText(TranslateString("", MONK_FLEUR)),  "Falaise_de_fleur_shore_01");

I do wonder though.... why were there citizens and soldiers defined on the FdF SHORE?
That is quite uncommon! As a simple fix, I just deleted their character init entries.
 
The code I found is in the Original game - it is the the only reference to it in the Original game as well.
Thanks for checking. Then it is probably unfinished stuff from the stock game.

I'm surprised at that "Monks" situation though.
That could have been BAD because that monk was generated in a location that doesn't exist.
And if you use the No Save mod, you may NEED that monk.
 
Location references changed and/or characters removed = problem fixed.
I think....
 
Back
Top