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Missing treasures and dialogs

havoc1983

Cpt. Bruce Havoc
Storm Modder
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
This is my first post here, so first of all I'd like to thank the people responsible for the build mod for their work.
I can't remember I spent so many hours a day on a game since Gothic II. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> Thanks for making PotC a great game with replay value.

Now my problem:

During my voyages I met several people who offered me treasure maps. I found some treasures, but 2 treasures are not where they are supposed to be according to the treasure quest thread in the gameplay hints forum (might be more later, I didn't go to all of the locations yet). One them is in the Oxbay jungle near the roadsign. I'm 100% certain I'm at the right spot, as the screenshots show, but there's really nothing there. I activated the show locator setting and checked again, at the spot where the treasure should be is a locator called goto citizen4, but nothing else. I suppose this locator is a waypoint for AI.

The other missing treasure is the one on Turks in the ship wreckage. The box is there, but cannot be opened. There's a hidden item at the same spot as the box is, some skeletons lying around, but no treasure.

Another problem I have has to do with the building set. The pentagonal shaped defense structure (can't remember it's exact ingame name) and the keep (fort) don't have dialogs. When I try to talk to them my screen freezes for a short moment, which it always does when loading a dialog window, but no dialog appears, nor do I get the message that no dialog has been assigned to them. I've looked through the dialogs folder and the ones belonging to the keep and the pentagon are there. If someone can explain in a couple of words how to make them work I'd appreciate it. I don't mind editing files by myself.

I'm using build 13 update 3. (Clean install -> Build 13 Full -> Update 3 -> small fix for update 3)


I hope someone can help me out, thanks in advance.
 
i think that you can't find the treasures because the locators are about one pixel large. it's extremely hard to find them, and they used to be much larger. i thought this was fixed. you don't mean that the chests where empty, right? if they are, then that's because you can only play one treasure quest at a time. if you start a second, the first chest becomes empty.
 
Nope, I don't mean they're empty, they're really not there and the quest stays in my questbook with a question mark.
 
you do know that the location of the chest usually contains a lot of enemies? as i said, the locator is simply exceptionally small, so it's extremely hard to find it. but it IS there.
 
Are they all that small? I had no problems finding other treasures at all, except the one in the caves on Cayman, couldnt find that one either. But I'll try again later.

Any info on how to make the dialogs work? Without them I can't remove my keep and stone faced bastions, and the keep is completely useless right now.
 
they should indeed all be that small. however, the locator for the chest in the shipwreck IS missing. the one at the roadsign can only be found by walking back and forth over the terrain. i found the chest near the cliff face, viewing the roadsign from the back, and near the entrance to greenford. it was reasonably close to the fork in the road. approx. right between the cliff and the road.

you're talking about the buildingset mod to build a city, right? i think i heard that problem before, but i never use the function, so i can't really help.
 
just quested the hispanola treasure

only treasure quest so far in this game.

found a grand total of ZERO gold in the chest.

Yep it were completely empty.

b13 v3
 
<!--quoteo(post=183571:date=Feb 18 2007, 07:04 AM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Feb 18 2007, 07:04 AM) [snapback]183571[/snapback]</div><div class='quotemain'><!--quotec-->
so? chests can be empty.
<!--QuoteEnd--></div><!--QuoteEEnd-->Naw that excuse won't save Bush.

WMD must exist

Being empty is not an option.
 
the other chests not being there is a problem. one chest being empty is not. even with 10 luck, and even if you didn't buy a new map before finishing the first treasure hunting quest, then it can still be empty. i've had it happen to me a few times.
 
Thanks for the directions morgan, I think I know where to look, but I didn't go back yet to search again.
 
it took me half an hour to find it. imagine how difficult it would be when it's one pixel large. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> oh, i feel sorry for you already. <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />
 
<!--quoteo(post=183581:date=Feb 18 2007, 11:35 AM:name=rupertlittlebear)--><div class='quotetop'>QUOTE(rupertlittlebear @ Feb 18 2007, 11:35 AM) [snapback]183581[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=183571:date=Feb 18 2007, 07:04 AM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Feb 18 2007, 07:04 AM) [snapback]183571[/snapback]</div><div class='quotemain'><!--quotec-->
so? chests can be empty.
<!--QuoteEnd--></div><!--QuoteEEnd-->Naw that excuse won't save Bush.

WMD must exist

Being empty is not an option.
<!--QuoteEnd--></div><!--QuoteEEnd-->

<img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=183581:date=Feb 18 2007, 09:35 AM:name=rupertlittlebear)--><div class='quotetop'>QUOTE(rupertlittlebear @ Feb 18 2007, 09:35 AM) [snapback]183581[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=183571:date=Feb 18 2007, 07:04 AM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Feb 18 2007, 07:04 AM) [snapback]183571[/snapback]</div><div class='quotemain'><!--quotec-->
so? chests can be empty.
<!--QuoteEnd--></div><!--QuoteEEnd-->Naw that excuse won't save Bush.

WMD must exist

Being empty is not an option.
<!--QuoteEnd--></div><!--QuoteEEnd-->

<a href="http://www.coxar.pwp.blueyonder.co.uk/" target="_blank">http://www.coxar.pwp.blueyonder.co.uk/</a>

Be sure to read the screen, don't just hit refresh or close it.

Hook
 
that one's great. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Be sure to read the screen, don't just hit refresh or close it.

Hook
[/quote]
<img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> If it was'nt so serious, I would be laughing!! <img src="style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
 
CouchcaptainCharles should have a look at that BuildingSet dialog file. Please send him a PM.
 
<!--quoteo(post=183348:date=Feb 15 2007, 08:43 PM:name=Cpt. Bruce Havoc)--><div class='quotetop'>QUOTE(Cpt. Bruce Havoc @ Feb 15 2007, 08:43 PM) [snapback]183348[/snapback]</div><div class='quotemain'><!--quotec-->
Another problem I have has to do with the building set. The pentagonal shaped defense structure (can't remember it's exact ingame name) and the keep (fort) don't have dialogs. When I try to talk to them my screen freezes for a short moment, which it always does when loading a dialog window, but no dialog appears, nor do I get the message that no dialog has been assigned to them. I've looked through the dialogs folder and the ones belonging to the keep and the pentagon are there. If someone can explain in a couple of words how to make them work I'd appreciate it. I don't mind editing files by myself.
<!--QuoteEnd--></div><!--QuoteEEnd-->
So you get no dialog at all, no error messages, right? Do you have an error.log file in your PotC folder? Does the dialog attempt create any entries there?

The dialogs for the keep and the bastion basically do work, and I think it is not a general problem in the dialogfiles but an exceptional problem of the individual characters that you currently face.(Have you tried to build another bastion, maybe at another place, or after loading an older gamesave?)

I have occaisionally encountered the same problem, not with the Building Set but with other types of characters. I assume that sometimes a character's AI gets stuck in the "no dialog" state, either because the AI is stuck in fighting or actor mode, or because you became hostile to the character's AI group (e.g. because you accidently hit the chr or one of his "companions").

You could try to leave the location where you build bastion and keep and return later. Characters will be regenerated then, and hopefully their AI reset to normal. Or you go back to a later gamesave.

HTH
 
Although I'm no programmer, I think I know what causes it.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->COMPILE ERROR - file: dialogs\English\b_keep.h; line: 276
Invalid Expression
COMPILE ERROR - file: dialogs\English\b_keep.h; line: 276
Invalid Expression
COMPILE ERROR - file: dialogs\English\b_keep.h; line: 276
Invalid Expression
COMPILE ERROR - file: dialogs\English\b_keep.h; line: 276
Invalid Expression
COMPILE ERROR - file: dialogs\English\b_keep.h; line: 276
Invalid Expression
COMPILE ERROR - file: dialogs\English\b_keep.h; line: 276
Invalid Expression
COMPILE ERROR - file: dialogs\English\b_keep.h; line: 276
Invalid Expression
COMPILE ERROR - file: dialogs\English\b_keep.h; line: 276
Undeclared identifier: DLG_TEXT
RUNTIME ERROR - file: dialog.c; line: 134
Invalid function call
RUNTIME ERROR - file: dialog.c; line: 134
process event stack error
COMPILE ERROR - file: dialogs\English\b_fortification.h; line: 195
Invalid Expression
COMPILE ERROR - file: dialogs\English\b_fortification.h; line: 195
Invalid Expression
COMPILE ERROR - file: dialogs\English\b_fortification.h; line: 195
Invalid Expression
COMPILE ERROR - file: dialogs\English\b_fortification.h; line: 195
Invalid Expression
COMPILE ERROR - file: dialogs\English\b_fortification.h; line: 195
Invalid Expression
COMPILE ERROR - file: dialogs\English\b_fortification.h; line: 195
Invalid Expression
COMPILE ERROR - file: dialogs\English\b_fortification.h; line: 195
Invalid Expression
COMPILE ERROR - file: dialogs\English\b_fortification.h; line: 195
Undeclared identifier: DLG_TEXT
RUNTIME ERROR - file: dialog.c; line: 134
Invalid function call
RUNTIME ERROR - file: dialog.c; line: 134
process event stack error<!--c2--></div><!--ec2-->
The game 'thinks' it's reading a .c file which refers to a .h file while it's actually reading the .h file already. I think I can fix this myself by replacing the DLG_TEXT reference with real text, right?

Edit: OK, that worked. But I ran into a new problem when I tried to talk to the hoardkeeper:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->COMPILE ERROR - file: dialogs\English\B_hoardkeeper.h; line: 76
function AddPartyExp(args:2) doesnt accept 3 arguments
RUNTIME ERROR - file: dialog.c; line: 139
Invalid function call
RUNTIME ERROR - file: dialog.c; line: 139
process event stack error<!--c2--></div><!--ec2-->
I'm getting the hang of it, so let's see if I can fix this too. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Edit2: The problem with the hoardkeeper occurs because I'm now using B14A6. I don't use the automatic skill system so I made a rather ugly fix. In b_hoardkeeper.h I changed line 76/77:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->if(AUTO_SKILL_SYSTEM) { AddPartyExp(PChar, "Sneak", 100 ); }
else { AddPartyExp(PChar, 100 ); }<!--c2--></div><!--ec2-->to:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
/*if(AUTO_SKILL_SYSTEM) { AddPartyExp(PChar, "Sneak", 100 ); }
else*/ { AddPartyExp(PChar, 100 ); }<!--c2--></div><!--ec2-->

The buildingset mod is now fully functional, but I'd like to know the original text that was intended to replace the DLG_TEXT parts in b_keep.h and b_fortification.h so they match the events that follow. (I made a warning about French invaders, but the invaders were in fact Spaniards).

Thanks for the help.
 
I reckon I'm not the only one who has problems with the buildingset mod, so I attached my versions of the dialogs for the bastion, keep and hoardkeeper. Just extract the .zip file in your game folder. The original files are also included.
 
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