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Oxbay and Tobias

Eliza Turner

Landlubber
<!--coloro:#006600--><span style="color:#006600"><!--/coloro-->Okay.....have never had this problem before. I'm in Oxbay, I'm talking to Tobias and we're ready to head off for the shipyard. Get the dialog about the "company" -- I fight the soliders -- Tobias stands there with weapon in hand but does nothing -- go outside -- and <b>indeed</b> it is 6 soldiers on the noise that attack me/us. 1st time I fought them then ran to the shipyard where I was LOCKED OUT. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> Re-loaded tried it again, this time running <i>right</i> behind Tobias, he goes in the shipyard (kinda melts into the door) and I am there to fight those 6 soliders again. And again I am LOCKED OUT. Went back to the Tavern on both tries and there was Tobias but the cat had his tongue -- for he would not say one word to me. When I'd go outside, he'd follow but just stand on the porch of the Tavern. I tried talking to the guards and one time 3 attacked me 3 just became my shadows (this was <i>after</i> the first round of 6 guards)the second time all 6 became my shadow.


<img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> I'm hoping that someone isn't going to say it's a bad save. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <!--colorc--></span><!--/colorc-->
 
That happened to me too. But I reloaded and stayed at the Inn till morning. If it's night when you do it the shipyard is locked.
 
That's an interesting notion. In that case somebody should make sure that that quest DOES work during night or that the quest doesn't occur during night.
 
Don't know enough about code to help you there, but I am fairly certain that night is what was messing it up. I always have a new save after I begin a quest and only use that save until the quest is completed. When I found the shipyard locked twice I reloaded my original save and started it over. It worked that time so I then checked what any variables might have been and the only difference was time of day. So I then reloaded the old save, stayed in the inn and it worked fine.

I know that is little help in finding the " bug?" but it's the best I can offer, sorry.
 
How about just making it a special case: when you are in that quest, the shipyard is open at night? No idea if that's too difficult to implement or not...
 
I will re-check this but I think it workded for me at night. I am not sure though. I was locked out once t becasue I stopped to fight the soldiers and was not behind Tobias when he went. Next time I didn't fight and went right behind Tobias and had no problem getting in.
 
Now that you mention it... I _think_ i did it at night without a problem either. The key is NOT to fight (precisely as Tobias tells you btw). Still, some foolproof measure needs to be added, for example if you do fight and approach the shipyard, it is locked and you get a message "Scared of the commotion outside, the shipyard owner locks the door. Bad luck pal.", after which you die from the first strike from the french guards, regardless of any other circumstances.
 
I never bother trying to fight anything during those quests. Spacing when following is often to touchy for that. If you get to far behind or in front it can mess it up. So I know that wasn't it. I did notice that during night I had more soldiers around that were hitting me but I was never far from Tobias. In fact I was wishing he would hurry and just get through the dang door. Any quest door shouldn't be locking within a say a 2-3 second range anyhow. If your close enough to see them enter it ( from behind them ) it shouldn't be locking.
 
<!--coloro:#006600--><span style="color:#006600"><!--/coloro-->Thanks for the great feedback.

It was at night that I did this quest. I will try the tip/trick of waiting until morning. Hope that doesn't screw anything up, but I'll let you know if it does.

Jason and Den Dee I tried to do exactly what you both were able do...NOT fight the soliders, but Tobias just melted into the door, I had to fight those guys (they hit me first <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" /> ), and the shipyard was still locked.

Off to try and wait until the AM. <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" /> <!--colorc--></span><!--/colorc-->
 
<img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" /> <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" /> <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" /> <!--coloro:#006600--><span style="color:#006600"><!--/coloro--><b>THAT TIP WORKED </b> Izzie!!!


*meaning I waited until morning to even <i>talk</i> to Tobias. Had the dialog, fought the round of guards in the Tavern then ran to the ship yard...didn't have to fight <i>any</i> guards. <img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" /> That part sounds strange.*

Thank you Izzie! <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />

Pieter --- this may be a bug? <!--colorc--></span><!--/colorc-->
 
<!--quoteo(post=155945:date=Jul 31 2006, 09:28 AM:name=Eliza Turner)--><div class='quotetop'>QUOTE(Eliza Turner @ Jul 31 2006, 09:28 AM) [snapback]155945[/snapback]</div><div class='quotemain'><!--quotec-->
<img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" /> <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" /> <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" /> <!--coloro:#006600--><span style="color:#006600"><!--/coloro--><b>THAT TIP WORKED </b> Izzie!!!


*meaning I waited until morning to even <i>talk</i> to Tobias. Had the dialog, fought the round of guards in the Tavern then ran to the ship yard...didn't have to fight <i>any</i> guards. <img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" /> That part sounds strange.*

Thank you Izzie! <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />

Pieter --- this may be a bug? <!--colorc--></span><!--/colorc-->
<!--QuoteEnd--></div><!--QuoteEEnd-->

Glad to help amd really glad you mentioned the not talking to him till morning. That is what I meant but sometimes I don't think to add those little touches =)
 
I may be able to shed some light on this, because I did a lot of run-throughs of this quest to test out many variables, including the missing officer. I'm running Build 13 Final.

When I am in the tavern, after talking to Tobias, an officer gets bumped. The one that gets bumped is the last one in your F2 manager under the Passengers tab, at the top (last one on the right). It has no relationship to the arrangement of how they are assigned in the bottom four squares. The one that gets bumped, therefore, is the last one you hired, usually. The way to prevent "loosing" someone here is to hire a placeholder officer when you enter the tavern. The placeholder will return your ship to Redmond and when you eventually get to Redmond you won't owe him anything because he technically hasn't been with you more than zero days.

When you leave the tavern, any officers you have assigned to protect you on the run to the shipyard will run with you and Tobias. Once you get to the shipyard, however, they are removed.

Another thing I was trying to work through is getting to keep both Tobias and Rabel Yverneav. I want to keep them because they are Comrade-In-Arms instead of salaried crew and therefore (theoretically) don't cost a monthly fee. The second I leave the harbor, my ship I'm escaping in, a corvette, is attacked by the port. There are also two class 2 ships and one class one Battleship in the port that are attacking me. So I board the Warship and swap it for the now-battered corvette and escape.

I then went to Isla Muella, refitted the ship and set sail again, under my character flag.

I saw French ships attacking English ships and swooped in. I made Tobias and Rabel Yverneav captains of their own ships, and I put my gunner on the fourth captured ship. Then I returned to Oxbay with the 4 ships.

The governor takes whatever ship you are on (your main character) and gives you back your original ship. Any escorts you have stay escorts. The captain who sailed your ship back goes into your personnel manager (the F2 Passengers tab), but is obviously not made an officer. If you have Tobias and Rabel Yverneav on their own ships, the governor will not remove them from your employ.

When all was said and done, this was my F2:
(first time posting a pic here, lets see if it works)(Pieter: Do I have to leave this image on my web site or has this Forum "got it")
<img src="http://www.ils.unc.edu/~stmartin/Victoria1.JPG" border="0" class="linked-image" />

Later, you have the option to get a Gunner. He is a Comrade-In-Arms gunner (suspiciously named Attwood) and not a salaried employee (I haven't verified this and he asks for 1500 a month but it doesn't show that I'm paying him when I look at his character profile). Unfortunately he's not a "real" gunner in that he doesn't restock your ammo when you board, and he follows you into the captain's cabin instead of hanging out on the deck like most Gunners.

Another interesting thing to note: Rys Bloom and salaried officers go into a dialogue option when you converse with them about crew, buildings, etc. Attwood the Gunner, Tobias, and Rabel Yverneav say something specific based on their mission or what-not, but conversing with them is basically useless. I'm hoping these guys are free because they are Comrade-In-Arms. If not, I'll post it under my previous thread on that subject.

Henry Avery
 
Most quest-hired officers are indeed free or only require a once-in-a-lifetime fee. Obvious exeption is Artois Voysey. This is because Maximus added a <i>quest.officerprice</i> attribute to him. The reason for a character being "Comrade-in-Arms" is because he doesn't have the <i>quest.officertype</i> attribute set. Being "Comrade-in-Arms" codewise doesn't have anything to do with not requiring a monthly pay, because they're caused by different attributes. However, most quest-hired officers have neither the <i>quest.officerprice</i> or the <i>quest.officertype</i> attributes, therefore they are "Comrade-in-Arms" that are also not paid a monthly fee. However, it is possible to code in a character who is not a "Comrade-in-Arms", but still doesn't require a monthly fee (by setting only the <i>quest.officertype</i> attribute) or to have a character who IS a "Comrade-in-Arms", but does require a monthly fee (by setting only the <i>quest.officerprice</i> attribute). If you ever want to know if an officer requires a salary, just check the monthly pay in the F2>Character menu. If he requires payment, it will show there.

As for the officer dialogs: Most quest-hired officers have their own dialogs, while tavern-hired officers use the "PROGRAM\DIALOGS\Enc_Officer_dialog.c" file. Some quest characters are set to use this same file after the quest is over, but for most quest characters this has not yet been done. Of course the dialog change must not interfere with the quest, so this can only be done after the quest is completed. It can be done by adding a line <i>Characters[GetCharacterIndex("<b>Officer ID</b>")].Dialog.Filename = "Enc_Officer_dialog.c";</i> in the respective end quest case in PROGRAM\QUESTS\quests_reaction.c.

<!--quoteo(post=221291:date=Nov 13 2007, 07:41 PM:name=Henry Avery)--><div class='quotetop'>QUOTE(Henry Avery @ Nov 13 2007, 07:41 PM) [snapback]221291[/snapback]</div><div class='quotemain'><!--quotec-->Later, you have the option to get a Gunner. He is a Comrade-In-Arms gunner (suspiciously named Attwood) and not a salaried employee (I haven't verified this and he asks for 1500 a month but it doesn't show that I'm paying him when I look at his character profile). Unfortunately he's not a "real" gunner in that he doesn't restock your ammo when you board, and he follows you into the captain's cabin instead of hanging out on the deck like most Gunners.<!--QuoteEnd--></div><!--QuoteEEnd-->This is because he doesn't have the <i>quest.officertype</i> attribute set. This can easily be fixed by adding <i>ch.quest.officertype = OFFIC_TYPE_CANNONEER;</i> to his PROGRAM\Characters\init\Officers.c entry. However, this change only takes effect when starting a new game. To change it in your current game as well, add <i>Characters[GetCharacterIndex("Edgar Attwood")].quest.officertype = OFFIC_TYPE_CANNONEER;</i> to PROGRAM\console.c below:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    ref pchar = GetMainCharacter();
    ref ch;
    int i;<!--c2--></div><!--ec2-->Then load your game and press F12. Edgar Attwood should now have become a real gunner.

<!--quoteo(post=221291:date=Nov 13 2007, 07:41 PM:name=Henry Avery)--><div class='quotetop'>QUOTE(Henry Avery @ Nov 13 2007, 07:41 PM) [snapback]221291[/snapback]</div><div class='quotemain'><!--quotec-->Pieter: Do I have to leave this image on my web site or has this Forum "got it"<!--QuoteEnd--></div><!--QuoteEEnd-->If you use your own webspace to store images, you need to keep them there. Alternatively, you can use the "Attach" feature when posting, which allows you to upload a file straight from your HD to the forum. The picture will then be stored on the forum itself.
 
Thanks Pieter <img src="style_emoticons/<#EMO_DIR#>/flower.gif" style="vertical-align:middle" emoid=":ty" border="0" alt="flower.gif" />

This is righteous information. Thanks for posting it.

Later:
After looking at Attwood in quest_reaction.c it appears he's involved in a quest in Greenford. I'll go there and see what happens.

If I make him a gunner right now, what is the probability I'll break the quest? I may try it and see. It depends on what the code looks like.

Later still:
I now have a much better understanding of how the game works. I'm looking at the console.c file and it already has that line of code. Well, here goes nothin...

Henry Avery
 
OK, It worked. I made him a gunner.

It's strange, usually I get a message when boarding that the Gunner has refilled my pistol ammo, and I'm not getting that. But my pistol ammo refilled never-the-less.

I haven't tried the Greenford quest yet, but just looking at the code (what is this, Java?) it looks like it won't make any difference whether he's a Gunnerr or not. IDK why the game doesn't set him to be on in the first place, but more playtesting is required to figure it out. Maybe future builds could add him as a Gunner (since it says he is) and give him a point in Sailing? Just a suggestion.

Henry Avery
 
<!--quoteo(post=221318:date=Nov 13 2007, 04:10 PM:name=Henry Avery)--><div class='quotetop'>QUOTE(Henry Avery @ Nov 13 2007, 04:10 PM) [snapback]221318[/snapback]</div><div class='quotemain'><!--quotec-->OK, It worked. I made him a gunner.

It's strange, usually I get a message when boarding that the Gunner has refilled my pistol ammo, and I'm not getting that. But my pistol ammo refilled never-the-less.

I haven't tried the Greenford quest yet, but just looking at the code (what is this, Java?) it looks like it won't make any difference whether he's a Gunnerr or not. IDK why the game doesn't set him to be on in the first place, but more playtesting is required to figure it out. Maybe future builds could add him as a Gunner (since it says he is) and give him a point in Sailing? Just a suggestion.

Henry Avery<!--QuoteEnd--></div><!--QuoteEEnd-->

Just an FYI here...

I have never been able to get the Atwood (Redmond jailer / gunner) quest to kick off in Greenford. I don't know if I am the only one, but I've never been able to get that side quest to work from Build 13 full on up to the latest Build 14 Alphas (b14a7+).

kevin
 
<!--quoteo(post=221319:date=Nov 13 2007, 01:22 PM:name=KevinAtlanta)--><div class='quotetop'>QUOTE(KevinAtlanta @ Nov 13 2007, 01:22 PM) [snapback]221319[/snapback]</div><div class='quotemain'><!--quotec-->I have never been able to get the Atwood (Redmond jailer / gunner) quest to kick off in Greenford. I don't know if I am the only one, but I've never been able to get that side quest to work from Build 13 full on up to the latest Build 14 Alphas (b14a7+).
kevin<!--QuoteEnd--></div><!--QuoteEEnd-->

When I go to Greenford Port, Edgar Attwood disappears from my party and can be found in the tavern. There are two bandits, which we dispatch. Then, instead of continuing the quest, he goes back to his usual dialog and the problem reoccurs again if I go back to Greenford port. To keep Edgar, I have to trek over to Oxbay and sail from there.

I think something is wrong with the code. I'm looking at PROGRAM\QUESTS\quests_reaction.c
NK has edited it heavily to make it work.
It looks like the Attwood_Adventure function calls the Attwood_Fight function. Attwood_Fight ends by giving you back the character, but the problem reoccurs when you go back into the Greenford port.

There are all these Attwood_Fight1, Attwood_Fight2 etc functions that are never used, I believe.

Way down at the end, after some Bandit_Fight and Pirate_Fight functions is an Attwood_Win function that looks like it plays a movie. This function is never called.

If you can see the bug, Kevin or Pieter, feel free to post a fix. But I think it's more than just a spelling mistake (like corsar). I think someone meant to add a movie when the bandits got killed and Attwood to say something like "I'm done with drinking forever" and Attwood to go back to a normal dialog option.

As a quick fix, how do I turn off the Attwood quest? What would I delete/comment out and where should I put Characters[GetCharacterIndex("Edgar Attwood")].Dialog.Filename = "Enc_Officer_dialog.c"

Henry Avery
 
I haven't played this quest in almost two years, but as I recall it, Attwood gets into trouble twice, that second time resulting in his arrest. You have to rescue him before he is "shipped" over to the Oxbay mines.
 
Wasn't he supposed to be arrested in Redmond? I remember running down the Redmond staircase with Attwood and having some English soldiers on my heels. Don't recall the game version though. But I did play this quest through once. The <i>Characters[GetCharacterIndex("Edgar Attwood")].Dialog.Filename = "Enc_Officer_dialog.c"</i> line you can add into PROGRAM\console.c and then press F12 to change his dialog to a normal officer dialog.

By the looks of it, Edgar's dialog triggers the quest to begin in Greenford Port:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->//NK re-enable Attwood quests -->
            Pchar.quest.Attwood.win_condition.l1 = "location";
            Pchar.quest.Attwood.win_condition.l1.character = "Edgar Attwood";  
            Pchar.quest.Attwood.win_condition.l1.location = "Greenford_port";
            PChar.quest.Attwood.win_condition = "Attwood_Adventure";
// NK second section transferred<!--c2--></div><!--ec2-->Then you have to go to the tavern to continue (from PROGRAM\QUESTS\quests_reaction.c):<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        case "Attwood_Adventure": //NK reenable Attwood quests -->
            if(FindFellowTravellers(PChar, CharacterFromId("Edgar Attwood")) == FELLOWTRAVEL_OFFICER)
            {
            Locations[FindLocation("Greenford_tavern")].vcskip = true; // NK
            LAi_SetActorType(Pchar);
            Pchar.Temp.self.dialog = Pchar.dialog.currentnode;
            Pchar.dialog.currentnode = "Attwood_lost";
            LAi_ActorSelfDialog(Pchar, "player_back");
            RemovePassenger(pchar, &characters[GetCharacterIndex("Edgar Attwood")]);
            ChangeCharacterAddressGroup(CharacterFromID("Edgar Attwood"), "Greenford_tavern", "goto", "goto5");
            Pchar.quest.Attwood_fight.win_condition.l1 = "location";
            Pchar.quest.Attwood_fight.win_condition.l1.character = "Blaze";
            Pchar.quest.Attwood_fight.win_condition.l1.location = "Greenford_tavern";
            PChar.quest.Attwood_fight.win_condition = "Attwood_fight";
            }
        break;<!--c2--></div><!--ec2-->This whole thing is made more complicated because Short Jack Gold uses Edgar in the CotBP quest. However, you can probably hire or kill him before that time, which would break the CotBP quest. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
The second time, I think it may have been Redmond.

I remember that he was being escorted by troops, in the midst of a double file, at the docks and heading for a prison ship.

If you didn't kill all the guards, fast enough, then you had to go to sea and destroy the ship to save him.
 
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