Like before the escorted ships carry no cargo. This is no big deal except that there WILL be fighting during these escort jobs and it would be nice if they could, you know, defend themselves.
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SetRemovable(CharacterFromID("Quest trader"), true);
Please do my test from post #3 when you get the chance.So far in this new game in two battles the escorted ship never fired.
Why not? You completed the last one, but the tavern owners aren't giving you any new ones?Then I could not get any more escort quests.
What happens after you execute this through console?Confirmed: I tried one during my last play session, the escorted ship had no cargo, and when I found something to attack, the escorted ship did not fire.
SetRemovable(CharacterFromID("Quest trader"), true);
I think they DO fire on you after you betray them because they are then no longer in your fleet. They used to anyway.And I'm not interested in double-crossing the client so its cargo doesn't interest me. But I can see how it would upset the people who wanted escort missions to be "interesting" by being able to double-cross the merchant; it won't fight back, then you board the ship and find that you wasted your time as there's nothing to steal. Perhaps the reason the merchant doesn't fire at you is that, knowing you've betrayed him, the crew aren't manning the guns because they're busy throwing all the cargo overboard.![]()
bool IsTrader(ref _refCharacter)
{
int findIdx = -1; // KK
if (CheckAttribute(_refCharacter, "index"))
findIdx = sti(_refCharacter.index); // changed by MAXIMUS
else
return false;
// PB: Just check single character officer type -->
if (GetAttribute(_refCharacter, "quest.officertype") == OFFIC_TYPE_TRADER) return true;
else return false;
// PB: Just check single character officer type <--
/*
// PB: What was this supposed to be doing?
ref mc = GetMainCharacter();
for (int i = 1; i < 4; i++)
{
if (GetCompanionIndex(mc, i) == findIdx && CheckAttribute(&Characters[findIdx], "quest.officertype") == true && Characters[findIdx].quest.officertype == OFFIC_TYPE_TRADER) return true;
}
return false;
*/
}
void SetCharacterGoods(ref _refCharacter,int _Goods,int _Quantity)
{
// if (IsTrader(_refCharacter)) return; // KK - PB: Quest traders need cargo too
int AddCharacterGoods(ref _refCharacter,int _Goods,int _Quantity)
{
int i,cn,freeQuantity;
string goodsName = Goods[_Goods].name;
for (i = 0; i < 4; i++)
{
cn = GetCompanionIndex(_refCharacter,i);
if(cn != -1)
{
// if (IsTrader(GetCharacter(cn))) continue; // KK - PB: Quest traders need cargo too