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Quest Dialogue Improvement

kevinwastaken

Landlubber
Storm Modder
I'm thinking about modifying some of the quest dialogue to insert more helpful hints to guide the player along. Looking at the forums and having stumbled upon seemingly impossible quests myself, I think they could be a little more informative.

Would anyone be interested in this, or is it even necessary? Obviously it wouldn't benefit anyone who works on it, but it would definitely help out new players. Just an idea now, suggestions are welcome of course.
 
Any improvements would be good, I imagine. Especially if everything ends up put together in a CoAS modpack.
 
Sounds good, plus we could fix the damn translation screwups while we're at it.
 
I've ran across an NPC named Silvio Ricci who so far has no quest dialogue, the problem is, he's between me and some treasure. No way to get rid of him, no way to end the "conversation," the only thing I can do is reload the game and start from the save point. I cannot even access menu while engaged with that NPC.

It's not a special quest treasure, just ordinary treasure from a map I bought random in a tavern.
 
<!--quoteo(post=336629:date=Jul 11 2009, 04:36 PM:name=Sordid)--><div class='quotetop'>QUOTE (Sordid @ Jul 11 2009, 04:36 PM) <a href="index.php?act=findpost&pid=336629"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sounds good, plus we could fix the damn translation screwups while we're at it.<!--QuoteEnd--></div><!--QuoteEEnd-->

You remaind me of every movie i've corrected subs for...

And Edie... don't know what to say about your quest, have you checked the russian forums ?
 
<!--quoteo(post=336629:date=Jul 11 2009, 04:36 PM:name=Sordid)--><div class='quotetop'>QUOTE (Sordid @ Jul 11 2009, 04:36 PM) <a href="index.php?act=findpost&pid=336629"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And Edie... don't know what to say about your quest, have you checked the russian forums ?<!--QuoteEnd--></div><!--QuoteEEnd-->
No, but I did however find the fix for it on this forum after doing a name search in the game's files and finding he was related to the Tenochtitlan quest.

<a href="http://forum.piratesahoy.net//index.php?showtopic=13616&hl=Tenochtitlan%5dTenochtitlan%20fix" target="_blank">http://forum.piratesahoy.net//index.php?sh...ochtitlan%20fix</a>

EDIT:
All that's left now is to find the cave with the vague description the treasure map gives.

Turns out I was entirely in the wrong place, the names were so close to matching I assumed it was another typo in the game. <img src="style_emoticons/<#EMO_DIR#>/blush.gif" style="vertical-align:middle" emoid=":eek:ops" border="0" alt="blush.gif" />
 
The game offers lots of grammar errors and even worse ones (The German translation is even worse! The trader greets you with: Always nice to kill a new customer!).
There seem to be some problems with names in the City of Abandoned Ships.
 
I actually started 'piratifying' the game, removing the modern lingo and replacing it with proper piratey talk. It's a shame that you can't seem to modify dialogs beyond changing the actual text, though. It would be nice to add more dialog options and branches, but you work with what you have!
 
You should be able to add more dialog options by modifying the .c files. We do that for PotC all the time. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
Indeed most of the info about modding conversation files for PotC is relevant, although how the conversation TEXT is handled differently.

Basically in the conversation file instead of building the conversation with the text included, you reference the line of text that should be used at that point in the conversation by line number from the included <i>text</i>.h file that is associated with that NPC/PC.

I hope that makes sense.

If not, I'll post up an example a bit later on.

Cap'n Drow
 
<a href="http://forum.piratesahoy.net//index.php?s=&showtopic=14032&view=findpost&p=336407" target="_blank">This here</a> is a short explanation by Captain Maggee about the PotC dialog system.
 
Cool, so it will be possible to add a "real" pirate response to the dialogues where some smartass townie mouths off with impunity.

*dreams sweet dreams of the blood baths to come*
 
Of course. You'd be able to write your own quests too, I think. That's really quite possible in PotC and should be so in CoAS as well.
 
I'm thinking about modifying some of the quest dialogue to insert more helpful hints to guide the player along. Looking at the forums and having stumbled upon seemingly impossible quests myself, I think they could be a little more informative.

Would anyone be interested in this, or is it even necessary? Obviously it wouldn't benefit anyone who works on it, but it would definitely help out new players. Just an idea now, suggestions are welcome of course.

This would be great. I am new to the game and all the quests seem like dead ends or force me to search and read through many threads in the forums. Once I start questing, If I come across a quest that needs improvements or player hints, I will post them here. Quest dialog and log improvement are needed for most.
 
I have encountered a few random quests already that seem to be dead-ends and have no solution. The Playlogic forums are under construction at the moment so it is hard to find out if these quests have solutions. Once their forums are back up and running, I can find out how these quests can be solved and I will post here any dialog that could be improved or changed to help aid the player.
 
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