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Quest character in fixed position PLUS a random character being put there too.
Please again provide a compile.log and possibly a savegame to help us find the relevant code as quickly as possible and test it.
@pedrwyth: Do you know when random characters do and don't show up on certain locators?
As in: How do we prevent them from sitting on quest characters' laps?
Would it be enough to make sure the quest character is in place prior to the location being loaded?
Placing of random characters is... well... random. So this may or may not happen.Unfortunately, I only have a savegame before entering tavern. But now, when I reload that savegame and enter tavern, this bug does not occur. I tried reloading several times. So I guess it's not a bug?
Either that or the quest is coded to put Mr. Gibbs in place only AFTER the reload.I fixed this before so it must have been changed again.
You need to load quest chars first indeed, and all random functions need to check if a locator is used already.
I think in this case a random function might be used which doesn't check if a locator is used already.
No I asked the same question when I started looking at double placings with hard coded pchar positions. As you know I solved it by making those cases non sit locators so random placement couldn't occur rather than hunt through all possible placement scenarios.@pedrwyth: Do you know when random characters do and don't show up on certain locators?
As @Levis saysAs in: How do we prevent them from sitting on quest characters' laps? Would it be enough to make sure the quest character is in place prior to the location being loaded?
You need to load quest chars first , and all random functions need to check if a locator is used already. I think in this case a random function might be used which doesn't check if a locator is used already.
I believe a good test case if starting HTC storyline and going to the tavern.So @Mirsaneli, please provide a savegame just prior to this point. Or a compile.log dealing with this on.
Or ideally both.
So @Mirsaneli, please provide a savegame just prior to this point. Or a compile.log dealing with this on.
Or ideally both.
Except that is a different quest scene and I suspect it may be due to the way that specific scene is coded.I believe a good test case if starting HTC storyline and going to the tavern.
Gibbs there is a questchar.
Thanks; it's probably one of these cases then:Not sure if the compile.log is proper though. Savegame is also in the .rar.
Quest name Tortuga_jack FOUND in BothQuestComplete
Quest name Pintel_stay_where_you_are_loop3 FOUND in QuestComplete
Quest name Tortuga_Get_ready_for_Film FOUND in QuestComplete
// Meet Bootstrap on Tortuga Feb 08
case "Tortuga_Get_ready_for_Film":
[...]
pchar.quest.Tortuga_Get_ready_for_Film2.win_condition.l1 = "location";
pchar.quest.Tortuga_Get_ready_for_Film2.win_condition.l1.location = "Tortuga_tavern";
pchar.quest.Tortuga_Get_ready_for_Film2.win_condition = "Gibbs_in_Tavern2_1.5";
[...]
case "Gibbs_in_Tavern2_1.5":
LAi_fade("Gibbs_in_Tavern2_2", "Gibbs_in_Tavern2_3");
break;
case "Gibbs_in_Tavern2_2":
LAi_SetSitType(pchar);
LAi_SetActorType(characterFromID("Storyteller"));
LAi_ActorSetSitMode(characterFromID("Storyteller"));
SetModelfromArray(PChar, GetModelIndex(pchar.originalmodel));
ChangeCharacterAddressGroup(characterFromID("Storyteller"), "Tortuga_Tavern", "sit", "sit5");
ChangeCharacterAddressGroup(pchar, "Tortuga_Tavern", "sit", "sit4");
break;
As far as I understood from you and @Levis, in general random characters already will not sit on seats that are occupied by quest characters.Do you want that or are we (or is that you?) you still seeking a wider game generalised fix?
In that case.... You seem to know what is needed better that I do. Would you mind having a quick look into this one?No I don't think there is any misunderstanding there, moving the placing of Gibbs prior to the reloads (there are 3 of them I think) should cure his problem (if we are right that random placings always avoid occupied locators).
- it still leaves a potential for pchar instances, in this quests_reaction 5 reloads to sit4.