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Nigel Blythe quest problem

Jonty

Ϯ ρiгaτϵ ϻaᴤτϵѓміпם Ϯ
Simply put, when I have to sail to Port Royale to trigger the talking to self part early on in the storyline, it does not happen when I arive. I have looked at the walkthrough by the way. He is part of my active officers as well. I am way past the point where Speightown was recaptured by the English, so it is, I presume supposed to trigger the rest of the quest when I arive at port royale. Any ideas?
 
i knew i wasn't the only one! i thought i'd done it wrong at first myself, but i guess it's bugged after all. maybe it happened once the island were renamed? it does seem to have popped up around that point.
 
Looks like some quest code might have to be altered to get it working again. Question is, which part of the code is bugged?
 
Looks like some quest code might have to be altered to get it working again. Question is, which part of the code is bugged?


Do you have anything in the error logs that might say which bit of code is broken? :?
 
I'll have a look for the latest error logs. They should still be there. I'll look over for them first and look for anything interesting.
 
I got the error log alone here. There seems to be a lot of the same type of errors. Anything relating to the quest you think?

RUNTIME ERROR - file: utils.c; line: 2292
Invalid range
RUNTIME ERROR - file: utils.c; line: 2292
Invalid range
RUNTIME ERROR - file: Loc_ai\LAi_boarding.c; line: 451
missed attribute: crew
RUNTIME ERROR - file: Loc_ai\LAi_boarding.c; line: 451
null ap
RUNTIME ERROR - file: Loc_ai\LAi_boarding.c; line: 451
no rAP data
RUNTIME ERROR - file: weather\WhrWeather.c; line: 358
invalid index -1 [size:900]
RUNTIME ERROR - file: weather\WhrWeather.c; line: 358
function 'CreateWeatherEnvironment' stack error
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
missed attribute: golocator
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
no rAP data
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
missed attribute: golocator
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
no rAP data
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
missed attribute: golocator
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
no rAP data
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
missed attribute: golocator
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
no rAP data
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
missed attribute: golocator
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
no rAP data
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
missed attribute: golocator
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
no rAP data
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
missed attribute: golocator
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
no rAP data
RUNTIME ERROR - file: utils.c; line: 2292
Invalid range
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
missed attribute: golocator
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
no rAP data
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
missed attribute: golocator
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
no rAP data
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
missed attribute: golocator
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
no rAP data
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
missed attribute: golocator
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
no rAP data
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
missed attribute: golocator
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
no rAP data
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
missed attribute: golocator
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
no rAP data
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
missed attribute: golocator
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
no rAP data
RUNTIME ERROR - file: utils.c; line: 2292
Invalid range
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
missed attribute: golocator
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
no rAP data
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
missed attribute: golocator
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
no rAP data
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
missed attribute: golocator
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
no rAP data
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
missed attribute: golocator
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
no rAP data
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
missed attribute: golocator
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
no rAP data
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
missed attribute: golocator
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
no rAP data
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
missed attribute: golocator
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 62
no rAP data
RUNTIME ERROR - file: seadogs.c; line: 784
Save - ARef to non existing attributes branch
RUNTIME ERROR - file: seadogs.c; line: 784
Save - ARef to non existing attributes branch
RUNTIME ERROR - file: battle_interface\BattleInterface.c; line: 602
missed attribute: waterattenuation
RUNTIME ERROR - file: battle_interface\BattleInterface.c; line: 602
no rAP data
RUNTIME ERROR - file: seadogs.c; line: 795
Ghost A reference

Bear in mind that the errors from my nation relations bug might be there as well.
 
Although I'm sure it is just something in the part of the code for the storyline anyway.
 
The bit of code that is not working is this in quests_reaction.c

Code:
case "Nigel_Adventure":
if (!LAi_IsDead(characterFromID("Nigel Blythe")) && !CheckAttribute(PChar, "Quest.Story_OxbayCaptured"))
{
if(FindFellowTravellers(PChar, CharacterFromID("Nigel Blythe")) == FELLOWTRAVEL_PASSENGER || FindFellowTravellers(PChar, CharacterFromID("Nigel Blythe")) == FELLOWTRAVEL_OFFICER)
{
AddQuestRecord("nigel", 4);
Pchar.quest.Nigel_Blythe1.win_condition.l1 = "location";
Pchar.quest.Nigel_Blythe1.win_condition.l1.location = "Redmond_tavern";	//Petros ... was Oxbay_Tavern
Pchar.quest.Nigel_Blythe1.win_condition = "Blythe_Setup";
pchar.quest.Nigel_lost = "1";

LAi_SetActorType(Pchar);
Pchar.Temp.self.dialog = Pchar.dialog.currentnode;
Pchar.dialog.currentnode = "nigel_lost";
LAi_ActorSelfDialog(Pchar, "player_back");
RemoveOfficersIndex(pchar, GetCharacterIndex("Nigel Blythe"));
RemovePassenger(pchar, characterFromID("Nigel Blythe"));
LAi_SetActorType(CharacterFromID("Nigel Blythe"));
LAi_SetSitType(CharacterFromID("Nigel Blythe"));
ChangeCharacterAddressGroup(CharacterFromID("Nigel Blythe"), "Redmond_tavern", "sit", "sit8");	// Petros ... was Oxbay_Tavern
}
}
break;

Why it is not working - I don't know :shrug


You could try actioning it through the justconsole before you land at Port Royale and see if that works.

These lines activate the talk to self on the jetty then give the player control of the character again.

LAi_SetActorType(Pchar);
Pchar.Temp.self.dialog = Pchar.dialog.currentnode;
Pchar.dialog.currentnode = "nigel_lost";
LAi_ActorSelfDialog(Pchar, "player_back");
:cheers
 
The console don't work on the game I have installed on my desktop, so I have to use the game on my laptop with the saves from my desktop, do everything with the console on there, then transport the saves over again. Although if multiple people are having the issue, there surely must be a problem in the code? Has to be surely...
 
Well I consoled it, but all it did was bring up the dialogue. No QB update and Nigel is still my officer. Maybe the code that goes into the console has to be altered for the actual quest to contine and not act like he died? :?
 
Did you put all of case "Nigel_Adventure": in the console - or just the 4 lines of code.

Try putting all of case "Nigel_Adventure": in the console.

Nigel should remain you officer - he has just run off to the tavern ( you find him upstairs talking to someone)

:rumgone
 
I tried putting both options in. For some reason when I put the entire case in, the console fails to work. Doesn't do anything, even with my working version. As I said, the 4 lines only initialise the speech. That's it. Nothing happens after that :(
 
The 4 lines of code you gave me did not work, but here is what I activated in the console (below) and the QB has updated and Nigel is sitting with a smuggler as a result . I haven't actually talked to him yet. I'm going to transfer the save where I saved when the QB updated.

AddQuestRecord("nigel", 4);
Pchar.quest.Nigel_Blythe1.win_condition.l1 = "location";
Pchar.quest.Nigel_Blythe1.win_condition.l1.location = "Redmond_tavern"; //Petros ... was Oxbay_Tavern
Pchar.quest.Nigel_Blythe1.win_condition = "Blythe_Setup";
pchar.quest.Nigel_lost = "1";

LAi_SetActorType(Pchar);
Pchar.Temp.self.dialog = Pchar.dialog.currentnode;
Pchar.dialog.currentnode = "nigel_lost";
LAi_ActorSelfDialog(Pchar, "player_back");
RemoveOfficersIndex(pchar, GetCharacterIndex("Nigel Blythe"));
RemovePassenger(pchar, characterFromID("Nigel Blythe"));
LAi_SetActorType(CharacterFromID("Nigel Blythe"));
LAi_SetSitType(CharacterFromID("Nigel Blythe"));
ChangeCharacterAddressGroup(CharacterFromID("Nigel Blythe"), "Redmond_tavern", "sit", "sit8");
 
The same problem also happened at Sao Jorge when I had to land at the port and Nigel ran off again. So I had to do what I did with the Port Royale and enter the entire case into the console. That worked as well.

The Nigel Storyline trumps the Artois one in my opinion. Just finished it. I also added a load of custom entries into the captain's log to build a bit more story and feel to it, since I'm like that :nk "Such a shame it had to come to this, eh Nigel? You scum riddled swindler."
 
nigel's quest is indeed nicer because of it's length, but i still think the damn thing's cursed. it just never works!
 
I solved everything with the console when I put the enitre case in, so surely you must be able to as well Morgan? :shrug There is also a part where you need to have Nigel as captain of a ship in order to proceed when setting off to Bonaire from La Grenade (spelling?).
 
there's no reason why it should be neccesary. normal games don't require you to look up the code and cram it into the console to solve a part of the game that's should be working in the first place.
 
I know, I know. i was just saying if you were stuck, the console is there to fix it. New Horizons isn't exactly the most bug free game. I commend the efforts put into the game by a community of modders and modelers. From a proper developer I wouldn't expect a lot of this to happen, and I surely wouldn't expect to input code into a console with a proper game made by developers. I'm not bothered about using the console with New Horizons, since I don't expect it to be running all so smoothly. Indeed it should work, but it doesn't properly. We use the console for the times we need things to work before the actual problem being fixed in the next patch. That's what the bug tracker and all this problem reporting is for. It is still in beta stage yet and a load of patches to go before we can find a lot of the problems and iron them out.
 
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