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Quest Bugs

Pieter Boelen

Navigation Officer
Administrator
Storm Modder
Hearts of Oak Donator
It seems that at the moment the worst bugs in the Build 13 Beta's are the bugs with the ammo mod and quest bugs. The ammo mod is being worked on by Jack Rackham, but for all I know nobody is working on fixing the quests, while it appears that there are several blocks in the quest. So a request to all: Please play the quests and try to figure out how to fix them!

Please post all quest blocks that you encounter in this thread. I hope some coders will be able to look at them so that they can be fixed for Build 13. I think doing this would be quite crucial. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
Build:

PotC
Build 12.1(full)
pre-build13 base
new b13_beta(5)

Quest bug:

Can't initiate starting dialog with governor Sildhard on Redmond(the very first time) - nothing happens you just stand in front of each other - this was mentioned by someones else in one of the other threads, so i'm just confirming it also. Hook suggests some files from the ftp site - but it would probably be better if they were included in any new beta?
 
I had this problem with beta 4. I downloaded Hook's globals.c file from the FTP, but at the same time beta 5 was released. I installed the globals.c file anyway, and then installed beta 5. Now I can talk to the governor. But I don't know if the globals.c or beta 5 fixed my problem.
I did notice that the globals.c file on the FTP is dated 15 Oct 06, so it's pretty new. Since you say the governor won't talk in beta 5, then I'd say the globals is what fixes the problem, since I installed both items, and the governor now works...
 
The fixed globals.c file is in Beta 5, so if the bug still persists, that can't be the cause.
 
<!--quoteo(post=168030:date=Oct 19 2006, 01:36 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 19 2006, 01:36 AM) [snapback]168030[/snapback]</div><div class='quotemain'><!--quotec-->
The fixed globals.c file is in Beta 5, so if the bug still persists, that can't be the cause.
<!--QuoteEnd--></div><!--QuoteEEnd-->

Well in that case, I haven't a clue! <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> Strange, though, that I had the problem in beta 4, and he's got it with beta 5...
 
Even more weird is that you DON'T have it with Beta 5. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
..or i could just be having a spate of mis-fortune?

I didnt see the earth-quake event happen either(which you've checked as ok), and now have missing dialog files for the workshop dude on the beach when i talk to him, plus the mainquest dialog issue, and that getting locked out of greenford bug thing yesterday...so i dont really know whats been happening - everything was fine(ish) untill i downloaded and installed beta3(the second version of that file - i had been atleast able to follow the mainquest upto the point of tracking down Rheims in the first version of beta3, then used the newer version).

Could it be anything to do with after unziping 12.1(full), the tick box to auto-run the bat file is on as a default? so i have been getting the bat file run before putting pre-build13(base)+betas on - then i run that english.bat. I'll uncheck that box on the 12.1 install next time, just in case.

Anyway i've done a complete un-install(cleaned up all the leftovers with a reg cleaner etc) and re-install of stock PotC(done that a few times recently - its my stock response when i'm getting issues). I'm having a break before i put the mods back in - just to give others time to verify if they are also having problems with the last couple of betas etc.

untill then I'll concentrate my energies on some design discussions for new features etc in the alpha-beta brainstorming section <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
I just fixed b_workshop. There was a missing }. The earthquake event doesn't really occur anymore. It happens off-screen now. I am going to check some things tomorrow; see if I can figure out some fixes. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

Running RunMe.bat has nothing to do with these problems.
 
I sympathise.

Pieter is it possible for you to run a complete new install of PotC(like on another PC?) with all the mods currently advised downloaded from either your sight or the bug tracker? This way we could eliminate some of the confusion - you'd definately have all the same files as what we're running or anybody who downloads the mods would have?

I'm just getting the feeling that probaly the modders like yourself might have a custom build going that might explain some of the weirdness. I dont know if its possible for you to do or not? I'm sadly stuck with what i can download.....and it appears broken <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
<!--quoteo(post=168045:date=Oct 19 2006, 02:04 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 19 2006, 02:04 AM) [snapback]168045[/snapback]</div><div class='quotemain'><!--quotec-->
I just fixed b_workshop. There was a missing }. The earthquake event doesn't really occur anymore. It happens off-screen now. I am going to check some things tomorrow; see if I can figure out some fixes. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

Running RunMe.bat has nothing to do with these problems.
<!--QuoteEnd--></div><!--QuoteEEnd-->

So this fix will be in the beta 6 that comes <i>after</i> beta 5? <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
I dont think we need any more betas yet! <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" /> besides my doctor saying too many betas are bad for you......i think we need the current ones tested for stability - if they are crook going back to the beta with the least issues+ adding the new bug fixes to that might be better?

On the un-install+re-install issue - i have noticed the standard uninstall function that PotC uses leaves behind lots of stuff. in the Pirates of the Caribbean folder you will find the Progam folder full of files plus others. So i manualy delete all thats left and run a program like C Cleaner to remove any leftover links and reg items. I'm not sure if the files left behind after the standard install could effect any of the mods later? So i scrub it all away to be on the safe side.
 
<!--quoteo(post=168050:date=Oct 18 2006, 06:14 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 18 2006, 06:14 PM) [snapback]168050[/snapback]</div><div class='quotemain'><!--quotec-->
Pieter is it possible for you to run a complete new install of PotC(like on another PC?) with all the mods currently advised downloaded from either your sight or the bug tracker? This way we could eliminate some of the confusion - you'd definately have all the same files as what we're running or anybody who downloads the mods would have?
<!--QuoteEnd--></div><!--QuoteEEnd-->
My current installed game version is Beta 5 + some additional fixes that will be added to Beta 6. I have no special game version, really. I do have my WIP for the Post Build 13 mods, but I don't actually have that installed and I definitly don't do the testing with that. Unfortunately my time is very limited and I have done very little testing myself. Tomorrow I'll try to play some myself and try to see if I can fix the bugs I encounter along the way.

<!--quoteo(post=168051:date=Oct 18 2006, 06:19 PM:name=Capn_Tucker)--><div class='quotetop'>QUOTE(Capn_Tucker @ Oct 18 2006, 06:19 PM) [snapback]168051[/snapback]</div><div class='quotemain'><!--quotec-->
So this fix will be in the beta 6 that comes <i>after</i> beta 5? <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
Of course. And perhaps I'll change the numbering to avoid confusion with IncredibleHat's Beta's. So then my Beta 1 would be Beta 7, meaning that Beta 5 would become Beta 11 and the next Beta would be Beta 12. So we'd skip a fair amount of numbers, but it'd prevent some other confusion.
 
I have begun to play the main quest and I'll continue with this tomorrow. I started at Oxbay, then went to Redmond. I could talk to the governor with no problem at all. I then went back to Oxbay and the BuildingSet buildings were gone from port, just like they should be. This is as far as I got today. Let's see what I encounter tomorrow.
 
Sounds good - i'm jelous <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

And i'm in no rush - your real life must take priority. I'll post exactly what i do to create the current build and someone can just tell me if i'm making a mistake, or being an idiot or something <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

1. Install PotC
2. Install 12.1(full) [doesnt matter if it auto-runs the runme.bat, but i'll stop it next time]
3. Install pre-build13(base)
4. Install b13_beta(5)
5. run runme.bat
6. run english.bat

That should be fine right? or suggestions?
 
You don't need English.bat anymore, because RunMe.bat was rewritten for the latest modpacks. Still, I don't think it should hurt. Otherwise your installation order is correct, so you are using just about the same game version as I am. So it beats me why it isn't working for you. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
Well let me get back to you on that - as of the last few days it didnt appear to be working as it should(ie i was getting broken mainquests+other bugs like non dissapearing buildings on Oxbay beach etc)

I'm just about to install everything from scratch as in the post above, and i'll make sure i dont run runme.bat untill the end,and will skip running english.bat.

I'll report back if i'm still getting issues <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
I've been continuing the main quest now. I went to Falaise de Fleur to capture or sink the Oiseau. The first time I first captured a pirate schooner after a major truggle, but during my boarding of the Oiseau, I died when opening a chest. Stupid me forgot to check my health. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

The second time I boarded and captured the Oiseau. However, I could not continue to the worldmap. I remembered Nosie mentioned this same problem before and he said that going to the cabin would enable you to continue play. I tried that and it indeed worked.

When I went to Greenford with the Albion, I had no trouble anchoring in port. I had to use the Enter menu, because the default action was a transfer with the Albion. But using the Enter key it worked just fine. I then continued the quest and haven't encountered any troubles. Next time I'll have walk to Oxbay to escape with the Frigate there, but I haven't got to that part yet.

One bug I did encounter was in the ship-to-ship transfer screen: You MUST assign an officer to the ship before you can take crew or goods. I don't think it's meant to work like that.

<b>Bugs I did encounter:</b>
- After capturing the Oiseau: Can't enter to worldmap. Workaround: Go to the captain's cabin
- Bug with the ship-to-ship transfer screen

<b>Bugs I didn't encounter:</b>
- Not being able to talk to Silehard to tell him of the French invasion
- BuildingSet buildings still being there the second time you get to Oxbay port
- Being unable to anchor in Greenford when escorting the Albion

I have so far not encountered any swords breaking nor did I get to talk to any enemy captains. How frequently do these events occur in the current modpacks? I don't know, because I am only now doing any playtesting.

Everybody please check and update <a href="http://swankyplace.com/potcbugs/view.php?id=258" target="_blank">this</a> Bug Tracker issue.
 
<img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" /> I came across that you have to hire the captain first, but the next time it was
back to normal. The rest I could not continue because my game crashed and I put the
computer on defrag.That took 5 hrs,wow! Will cont. tomorrow. <img src="style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" />
 
Ah success <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

method to install:

1.PotC

2.Build 12.1(full) - NOTE: remember to uncheck the "autorun runme.bat on finish" box. Its ticked on the default download and this is the only thing i've done diferently with the current beta5 install - it does seem to make a difference as you'll see a bit further down.

3.pre_build13(base)

4.b13_beta(5)

5. now execute the runme.bat file - dont bother running english.bat file.

Report:

1. All Oxbay port buildset structures do now dissapear! <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> - that is the first time i've seen it happen!
2. Silhard quest activates! <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

So all good so far.

I suggest in the download instructions we mention to uncheck the autorun runme.bat when installing build 12.1(full) - maybe the fact that i would run the program again after installing prebuild13+beta was the issue i was having, as at the end of the 2nd runme.bat run it would report some missing files etc before you would exit the dos box?

Or it could have been english.bat? Anyway the method above seems the correct install procedure for avoiding some bugs/issues.

Issues:

for some reason when a weapon is 'excellent' quality(after visiting blacksmith) your officers wont appear to equipe them?(no weapons visable on character model). give them a fine quality(or less) weapon and they will appear? havent seen this before - although i know there had been a problem like this before?

Anyway i'm back in the playtesting loop - so be afraid <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
<!--quoteo(post=168159:date=Oct 19 2006, 04:08 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 19 2006, 04:08 PM) [snapback]168159[/snapback]</div><div class='quotemain'><!--quotec-->
for some reason when a weapon is 'excellent' quality(after visiting blacksmith) your officers wont appear to equipe them?(no weapons visable on character model). give them a fine quality(or less) weapon and they will appear? havent seen this before - although i know there had been a problem like this before?
<!--QuoteEnd--></div><!--QuoteEEnd-->I noticed that too. I thought it was because of a missing locator on the officer's model. But you are quite right; it is because the weapon is excellent. This is actually my fault, because I set excellent weapons to "SkipEquip = true" with the intent that enemies will never use them. However, this indeed causes the issue you describe, so we should return that to SkipEquip = false:

In initItems.c:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->            case 5:
                QualityTexture    = "ITEMS_" + picTexture + "+3";
                QualityName    = "Exellent";
                BladeID        = id + "+3";
                QualitySkipSell    = true;
                QualitySkipRand    = true; // You won't find excellent blades
                QualitySkipEquip    = false; // PB: Enemies don't use excellent blades
        //naw    if ( !IT_RPG_STYLE ) QualitySkipSell    = true; // TIH skipsell if players are showing items regardless of playerlevel
        //naw    QualitySkipRand    = true;// allow a rare chance to find one
            break;
        }<!--c2--></div><!--ec2-->Simply remove the line "QualitySkipEquip = false; // PB: Enemies don't use excellent blades". And sorry for not thinking of this problem before. STUPID! <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
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