• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Cannot Confirm quest find danielle

Johanno

Sailor Apprentice
Storm Modder
save: https://www.dropbox.com/s/s5y4vo5zdq0u6fn/-%3DPlayer%3D-%20Puerto%20Rico.%20San%20Juan%20tavern%20April%2012th%2C%201752?dl=0

something is wrong there. I talked to the barkeeper and he told me that Danielle is in town so now if you walk to the exit door you'll be teleported to the fight. but if you kill every enemy, Danielle wakes up but then nothing happens.
(Maybe the problem is that I'm cursed)

edit:
tried it without being cursed and the game crashed
RUNTIME ERROR - file: characters\characters.c; line: 133
Cant create class: NPCharacter
RUNTIME ERROR - file: quests\quests_side.c; line: 1665
invalid index -1 [size:1000]
RUNTIME ERROR - file: quests\quests_side.c; line: 1665
invalid array index
RUNTIME ERROR - file: quests\quests_side.c; line: 1665
function 'SideQuestComplete' stack error


compile log
----------------------------------------
Build 14 Beta 4.1 WIP: 18 June 2016
Savegame Compatibility: 14.932
----------------------------------------

Gauging: StartGauging
Gauging: starting init
Gauging: interface
Gauging: Storylines
Gauging: Profiles
Gauging: starting init
==> BuildSettings: Sets to default
==> BuildSettings: New settings applied
Gauging: load build settings
Gauging: periods
InitNations: NATIONS_QUANTITY=6, bGuest1NationExists=0, bGuest2NationExists=0
Gauging: nations
Gauging: preprocessor
Init encounters complete.
Gauging: enc
Gauging: cann
Gauging: goods
Gauging: ships
IslandsInit: 22 islands loaded.
Gauging: islands
Init weathers complete. 0 weathers found.
Gauging: weather
InitSounds (English): created 19 entries.
InitMusic: created 94 entries.
Gauging: Aliases
Gauging: sound
Main_LogoVideo() 0
PauseAllSounds
ResumeAllSounds
Main_LogoVideo() 1
PauseAllSounds
ResumeAllSounds
Main_LogoVideo() 2
PauseAllSounds
ResumeAllSounds
Main_LogoVideo() 3
PauseAllSounds
ResumeAllSounds
Main_LogoVideo() 4
Gauging: initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: towns
Number of locations: 788
Gauging: locations
IslandsInit: 22 islands loaded.
Gauging: islands
Gauging: wdmap
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Items initialization complete. Loaded 890 items.
Gauging: items
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
==> BuildSettings: Sets to default
==> BuildSettings: New settings applied
Gauging: load options
Gauging: models - Total number of models: 1064
InitSounds (English): created 19 entries.
InitMusic: created 94 entries.
Gauging: Aliases
Gauging: infoshow
Gauging: initgame done
Init character names complete.
SETTING MUSIC: music_main_menu
Done loading
storyline\standard\quests\both_reaction.c not loaded, loading now!
storyline\standard\quests\quests_reaction.c not loaded, loading now!
bool CreateParticleEntity()
!!! Reload to Muelle_port (index=65)
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 6, theHour = 6
ItemLogic: On load location Muelle_port
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\pursem
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
SETTING MUSIC: music_spa_town
SETTING MUSIC: music_spa_town
Reload: Process started for locator_name = reload3_back and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 65
reload_island_index = 2
reload_location_index = -1
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 6, theHour = 6
SEA: sealogin loading island IslaMuelle
SEA: added pchar to sea
SEA: Did CRs
SEA: Did any groups
SEA: added ships
SEA: Set tasks
updated AISea
Seafoam done
Telescope initiated
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
ResumeAllSounds
SEA: SeaLogin end
Sea_FirstInit
FLAGS: The 'San Juan Fort' remembers us as Spanish
Sea_FirstInit done
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
ResumeAllSounds
PauseAllSounds
SETTING MUSIC: music_map
ResumeAllSounds
Force_GetShipType: Maxclass = 7, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Barque1
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
WARNING!!! Item id = -1 not implemented
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Lugger1
Force_GetShipType: Maxclass = 5, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Barque2
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = LuggerVML
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Holland, Type = trade, Loop = 0, Ship ID = PinnaceMedium
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Spain, Type = trade, Loop = 0, Ship ID = BarqueHeavy
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = Yacht1
PauseAllSounds
SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherNum = 103, theDay = 114
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 6, theHour = 14
!gWeatherInit Whr_Generator() - Initialized
SEA: sealogin loading island IslaDeMuerte
SEA: added pchar to sea
SEA: Did CRs
SEA: Did any groups
SEA: added ships
SEA: Set tasks
updated AISea
Seafoam done
Telescope initiated
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
ResumeAllSounds
SEA: SeaLogin end
Sea_FirstInit
Sea_FirstInit done
PauseAllSounds
Reload: Process started for locator_name = reload_1 and lockedReloadLocator =
reload_cur_island_index = 20
reload_cur_location_index = -1
reload_island_index = -1
reload_location_index = 654
Start reload
PauseAllSounds
ReloadStartFade
DS: Player ship was at sea for 11 days
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 14, theHour = 14
ItemLogic: On load location IslaDeMuerte_shore_01
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\potion
SETTING MUSIC: music_treasure_cave
SETTING MUSIC: music_treasure_cave
Reload: Process started for locator_name = reload2_back and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 654
reload_island_index = -1
reload_location_index = 655
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 14, theHour = 14
ItemLogic: On load location Grotto
ItemLogic: found 0 buttons
SETTING MUSIC: music_treasure_cave
SETTING MUSIC: music_treasure_cave
Reload: Process started for locator_name = reload1_back and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 655
reload_island_index = 20
reload_location_index = -1
Not reload to sea, no ships: cur:Grotto from:IslaDeMuerte_shore_01
Reload: Process started for locator_name = reload1_back and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 655
reload_island_index = 20
reload_location_index = -1
Not reload to sea, no ships: cur:Grotto from:IslaDeMuerte_shore_01
Reload: Process started for locator_name = reload1_back and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 655
reload_island_index = 20
reload_location_index = -1
Not reload to sea, no ships: cur:Grotto from:IslaDeMuerte_shore_01
Reload: Process started for locator_name = reload1_back and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 655
reload_island_index = 20
reload_location_index = -1
Not reload to sea, no ships: cur:Grotto from:IslaDeMuerte_shore_01
Reload: Process started for locator_name = reload2_back and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 655
reload_island_index = -1
reload_location_index = 654
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 14, theHour = 15
ItemLogic: On load location IslaDeMuerte_shore_01
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\potion
SETTING MUSIC: music_treasure_cave
SETTING MUSIC: music_treasure_cave
PauseAllSounds
ItemLogic: On unload location
PauseAllSounds
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 15
Equip Character Crewmember with blade27 his nation: 2 blade nation=
Equip Character Crewmember with blade41+2 his nation: 2 blade nation=
Equip Character Crewmember with bladeC35+2 his nation: 2 blade nation=
Equip Character Crewmember with bladeC30+2 his nation: 2 blade nation=
Equip Character Crewmember with blade44+1 his nation: 2 blade nation=2
Equip Character Crewmember with blade44+1 his nation: 2 blade nation=2
Equip Character Crewmember with blade44+1 his nation: 2 blade nation=2
Equip Character Crewmember with blade44 his nation: 2 blade nation=2
Equip Character Crewmember with bladeC35+3 his nation: 2 blade nation=
Equip Character Crewmember with bladeC30+3 his nation: 2 blade nation=
Equip Character Crewmember with bladeC26+3 his nation: 2 blade nation=
Equip Character Crewmember with bladeC30+2 his nation: 2 blade nation=
Equip Character Crewmember with bladeC35+3 his nation: 2 blade nation=
Equip Character Crewmember with blade44+2 his nation: 2 blade nation=2
Equip Character Crewmember with blade40 his nation: 2 blade nation=
Equip Character Crewmember with blade27+3 his nation: 2 blade nation=
Equip Character Crewmember with blade44+2 his nation: 2 blade nation=2
Equip Character Crewmember with bladeC30+2 his nation: 2 blade nation=
ItemLogic: On load location ShipDeck2
ItemLogic: found 0 buttons
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 15
Whr_UpdateWeather finish weather update
SETTING MUSIC: music_fog_sailing
SETTING MUSIC: music_fog_sailing
Quest name gunner_ammo FOUND in CommonQuestComplete
PauseAllSounds
ItemLogic: On unload location
SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 15
SEA: sealogin loading island IslaDeMuerte
SEA: added pchar to sea
SEA: Did CRs
SEA: Did any groups
SEA: added ships
SEA: Set tasks
updated AISea
Seafoam done
Telescope initiated
SETTING MUSIC: music_fog_sailing
SETTING MUSIC: music_fog_sailing
ResumeAllSounds
SEA: SeaLogin end
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 15
Whr_UpdateWeather finish weather update
Sea_FirstInit
Sea_FirstInit done
SETTING MUSIC: music_fog_sailing
SETTING MUSIC: music_fog_sailing
ResumeAllSounds
PauseAllSounds
SETTING MUSIC: music_map
ResumeAllSounds
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Barque3_50
Force_GetShipType: Maxclass = 6, Minclass = 7, Per = Colonial Powers, Nat = Spain, Type = trade, Loop = 0, Ship ID = Yacht2
Force_GetShipType: Maxclass = 4, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Pinnace1
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = SloopBermuda
PauseAllSounds
SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherNum = 114, theDay = 116
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 4
!gWeatherInit Whr_Generator() - Initialized
SEA: added pchar to sea
SEA: Did any groups
SEA: added ships
SEA: Set tasks
updated AISea
Seafoam done
Telescope initiated
SETTING MUSIC: music_night_sailing
SETTING MUSIC: music_night_sailing
ResumeAllSounds
SEA: SeaLogin end
Sea_FirstInit
Sea_FirstInit done
PauseAllSounds
SETTING MUSIC: music_map
ResumeAllSounds
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = FR_Dilligente
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = FR_Hoy
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = BarqueHeavy
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Holland, Type = trade, Loop = 0, Ship ID = Yacht1
Quest name Failed To Deliver Opium To Indians FOUND in SideQuestComplete
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = Yacht1
PauseAllSounds
SEA: SeaLogin begin
CreateCharacter -> character Location fantom character <1> can invalide model(indian2) or animation(man)
LAi_CreateFantomCharacter -> CreateCharacter return false
Quest name Indians will slay you now! FOUND in SideQuestComplete
** Whr: CreateWeatherEnvironment - iCurWeatherNum = 116, theDay = 127
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 4, theHour = 12
!gWeatherInit Whr_Generator() - Initialized
SEA: sealogin loading island IslaMuelle
SEA: added pchar to sea
Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = Spain, Type = trade, Loop = 0, Ship ID = SP_CastelF
Equip Character Piniolo Obregon with blade27 his nation: 2 blade nation=
Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = Spain, Type = trade, Loop = 0, Ship ID = BarqueHeavy
Equip Character Isidro Guillen with blade31-1 his nation: 2 blade nation=
Force_GetShipType: Maxclass = 1, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = war, Loop = 0, Ship ID = Barque3_50
Equip Character Kevin Peart with bladeC30-1 his nation: 0 blade nation=
Force_GetShipType: Maxclass = 1, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = war, Loop = 0, Ship ID = RN_Brig
Equip Character Owaine Wildsmith with blade35 his nation: 0 blade nation=
Force_GetShipType: Maxclass = 2, Minclass = 8, Per = Colonial Powers, Nat = Spain, Type = war, Loop = 0, Ship ID = Brig2
Equip Character Cipriano Fonseca with bladeC35 his nation: 2 blade nation=
Force_GetShipType: Maxclass = 2, Minclass = 8, Per = Colonial Powers, Nat = Spain, Type = war, Loop = 0, Ship ID = RN_RaaFrigate
Equip Character Carlos Cieza with bladeC30 his nation: 2 blade nation=
SEA: Did CRs
SEA: Did any groups
SEA: added ships
SEA: Set tasks
updated AISea
Seafoam done
Telescope initiated
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
ResumeAllSounds
SEA: SeaLogin end
Sea_FirstInit
FLAGS: The 'San Juan Fort' is out of range so can neither remember nor forget us
Sea_FirstInit done
PauseAllSounds
Reload: Process started for locator_name = reload_1 and lockedReloadLocator =
reload_cur_island_index = 2
reload_cur_location_index = -1
reload_island_index = -1
reload_location_index = 65
Start reload
PauseAllSounds
ReloadStartFade
DS: Player ship was at sea for 13 days
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 12, theHour = 12
ItemLogic: On load location Muelle_port
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\pursem
trying to spawn item: potion1 with rarity=0.84763 itemProb=0.255
trying to spawn item: potion1 with rarity=0.44724 itemProb=0.255
trying to spawn item: mineral1 with rarity=0.77478 itemProb=0.136
trying to spawn item: 250gp with rarity=0.83749 itemProb=0.34
trying to spawn item: medical2 with rarity=0.5607 itemProb=0.51
trying to spawn item: bladekit with rarity=1.2726e-002 itemProb=0.17
trying to spawn item: potion4 with rarity=0.86096 itemProb=0.255
trying to spawn item: 250gp with rarity=0.11954 itemProb=0.34
trying to spawn item: potion1 with rarity=0.83389 itemProb=0.255
trying to spawn item: indian16 with rarity=6.0486e-002 itemProb=8.5e-002
trying to spawn item: potion1 with rarity=9.7778e-002 itemProb=0.255
trying to spawn item: indian7 with rarity=0.1553 itemProb=0.17
SETTING MUSIC: music_spa_town
SETTING MUSIC: music_spa_town
Reload: Process started for locator_name = reload2 and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 65
reload_island_index = -1
reload_location_index = 66
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 12, theHour = 12
ItemLogic: On load location Muelle_town_01
ItemLogic: found 0 buttons
ItemLogic -> randItem draw: no model for item Muelle_town_01.indian4
ItemLogic: Loaded model items\\potion
SETTING MUSIC: music_spa_town
SETTING MUSIC: music_spa_town
Reload: Process started for locator_name = fakeReload and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 66
reload_island_index = -1
reload_location_index = 73
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
ItemLogic: On load location Muelle_Tavern
ItemLogic: found 0 buttons
SETTING MUSIC: music_tavern
SETTING MUSIC: music_tavern
Reload: Process started for locator_name = fakeReload and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 73
reload_island_index = -1
reload_location_index = 662
Start reload
Quest name movie_with_fight_complete FOUND in QuestComplete
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 12, theHour = 23
!gWeatherInit Whr_Generator() - Initialized
ItemLogic: On load location Quest_Muelle_town_01
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\purse
ItemLogic: Loaded model items\\potion
Quest name to_quest_muelle_complete FOUND in QuestComplete
SETTING MUSIC: music_bitva
SETTING MUSIC: music_bitva
SETTING MUSIC: music_bitva
 
Last edited:
Are there a LOT of characters in the location by any chance?

Also, have you changed any of the mod settings to non default values?
I see some "cannot find item" logs and I wonder why. Not likely to be the main issue though.
 
settings i've changed so far i can remember:
no extra buildings in game preferences
dialog camera
some control settings

to the missing items.
my inventory has no maps anymore, but i don't know when that happened it was maybe a bit before the save i've posted here.

also i was able to try it again and the game didn't crash but still something should trigger which doesn't i think
but the game is lagging if the enemies hit me, maybe thats why the game crashed then
 
No maps issue probably happened after you used Reinit while carrying an Opium List.
A fix for that is on this forum somewhere; I still have to add it to a proper modpack update.
 
@Johanno: rather than copy the contents of the files, it's better to upload the log files using the "Upload a file" button next to the "Post Reply" button which you'll press when you answer this.

I'm not sure you included all of "compile.log". Danielle wakes up in case "kill_all_pirate_in_quest_muelle_complete", which is triggered by the deaths of all three pirates. But the last quest case reported in that "compile.log" is "to_quest_muelle_complete", which is where the fight starts.

As for the game crash: it occasionally randomly does that. Try playing uncursed again and see what happens. If it consistently crashes at that point then there's something needing to be investigated, but if it's just one of the occasional random crashes then you should get further next time.
 
@Johanno: rather than copy the contents of the files, it's better to upload the log files using the "Upload a file" button next to the "Post Reply" button which you'll press when you answer this.
Except for one thing: If I have to check the forum on my telephone, I cannot conveniently download and view attachements,
but if the contents are imbedded in the forum posts themselves, I can look through them. :facepalm
 
Except for one thing: If I have to check the forum on my telephone, I cannot conveniently download and view attachements,
but if the contents are imbedded in the forum posts themselves, I can look through them. :facepalm
and i can't upload for a unknown reason anything in this forum, but i'll try again.
 
ok i've tried it again, after doing the cargo delivering quest and finishing the "strange things go in the Caribbean " quest and now it works. but the old savegame doesn't work, i don't know what is the reason for it.
thats the dialog i get if it don't works:
Dropbox - wrong.png

i get an other dialog when it works, because then she walks to the port as she is supposed to be. so somehow the wrong dialog is started in this savegame.

  • Strange things going on in the archipelago - can interrupt the main story if Padre Domingues is kidnapped before you get to the point where you ask him for access to the library, but you're past that point in the main story. Other than that, shouldn't affect the main story, and in the stock game you had to do it in parallel with the main story because the game ended entirely when the main story concluded.

maybe thats somehow connect to my bug, because i did those quest simultaneously, anyway it's fixed for me .
 
Last edited:
Yes, that dialog is part of "Strange Things Going On". The problem would seem to be that someone has tried to make "danielle_dialog.c" cover both her dialogs to Nathaniel Hawk and some of her dialogs to herself if you're playing "Tales of a Sea Hawk" as Danielle. So there's this:
Code:
       if (pchar.quest.main_line == "resque_danielle")
       {
         dialog.text = GetMyName(PChar) + DLG_TEXT[39];
         link.l1 = DLG_TEXT[40];
         link.l1.go = "resque_danielle";
       }
But further down in the same case, there's this:
Code:
       if (CheckQuestAttribute("ANIMISTS", "letter_to_father_bernard"))
       {
         dialog.text = DLG_TEXT[63];
         link.l1 = DLG_TEXT[64];
         link.l1.go = "exit";
       }
Which means it sets the links to be correct for the rescue scene, then overrides them with the links for the self-dialog about escaping from Animists.

Side quest self-dialog like this is normally handled by "blaze_dialog.c", and in fact there are only a few side quest sections in "danielle_dialog.c". So Danielle must be getting most of the side quest dialog from "blaze_dialog.c" as normal. Does "danielle_dialog.c" need copies of those few?
 
So this is because of left-over "Danielle as main character" stuff from the stock game then? :shock
 
It could be, in which case it's strange I never had the same problem. Every time I've played this storyline, in stock game, Build 12, Build 13 and Build 14 Beta 3, I always played "Strange Things Going On" in parallel, and always Danielle got her dialog correct at this point. The only problem I had was the one you'd expect - if Padre Domingues has been kidnapped by Animists in "Strange Things Going On" then he's not around to ask you to get the document from Ferro Cerezo. So if you're on Danielle's trail when the kidnap happens then you can't progress the main story until you've completed "Strange Things Going On" and the padre is back in his church. Which is fair enough.
 
ok but you mentioned that it could interfere with playing Danielle as Character, because thats what i did when i started new game. But it was too weird to me to have the identical person talk to each other( if you consider the relationship Nathaniel and Danielle have) so i just took an other Character from the Tailors shop.
 
ok but you mentioned that it could interfere with playing Danielle as Character, because thats what i did when i started new game.
That is unrelated. As far as the game is concerned, you're still "Blaze" (=Nathaniel), but you just happen to look like Danielle.

The original unmodded game was meant to have you really play AS Danielle.
There is still some left-over code related to that, but that should all go unused.
 
ok that explains that some npc called me Madam sometimes, i first thought it is part of the mod and thought nothing when then later they adressed me with sir(or somthing like that).
So for me not everybody concerned me as Nathaniel in this storyline, but it was more to the beginning of the story.
 
Some characters have their dialogs properly set up so they'll address you as female.
But other ones don't, because the programmers were a a bit lazy....
 
That is unrelated. As far as the game is concerned, you're still "Blaze" (=Nathaniel), but you just happen to look like Danielle.

The original unmodded game was meant to have you really play AS Danielle.
There is still some left-over code related to that, but that should all go unused.
So the offending lines in "danielle_dialog.c" can be removed?
Code:
       if (characters[GetCharacterIndex("Toff Oremans")].quest.daughter != "" && characters[GetCharacterIndex("Toff Oremans")].quest.daughter != "help_denied" && pchar.location == "Douwesen_port" && pchar.id == "danielle")
       {
         dialog.text = DLG_TEXT[58];
         link.l1 = DLG_TEXT[59];
         link.l1.go = "to_the_ship";
         link.l2 = DLG_TEXT[60];
         link.l2.go = "not_to_the_ship";
       }
       if (characters[getCharacterIndex("Toff Oremans")].quest.daughter == "bad_complete" || characters[getCharacterIndex("Toff Oremans")].quest.daughter == "good" && pchar.id == "danielle")
       {
         dialog.text = DLG_TEXT[61];
         link.l1 = DLG_TEXT[62];
         link.l1.go = "exit";
         if (characters[getCharacterIndex("Toff Oremans")].quest.daughter == "bad_complete")
         {
           characters[getCharacterIndex("Toff Oremans")].quest.daughter = "bad_2_complete";
         }
         else
         {
           characters[getCharacterIndex("Toff Oremans")].quest.daughter = "good_2_complete";
         }
         AddDialogExitQuest("teneken_in_the_ship");
       }
       if (CheckQuestAttribute("ANIMISTS", "letter_to_father_bernard"))
       {
         dialog.text = DLG_TEXT[63];
         link.l1 = DLG_TEXT[64];
         link.l1.go = "exit";
       }
In particular, if the bit about "ANIMISTS" is removed then the conflict with "Strange Things Going On" should no longer happen.
 
So the offending lines in "danielle_dialog.c" can be removed?
I think so. The actual Animists sidequest should have no reason to use Danielle's dialog file.
None of the sidequests should. Should only be "Blaze_dialog.c".
 
I've removed the lines suggested by @Grey Roger from my game now, so this will be changed for the next update too.

Would anyone be able to test if this actually solves the problem though?
 
I'm alternating between playing through "Tales of a Sea Hawk" and developing "Ardent", so I'm not quite at the point where I rescue Danielle from the pirates. But I've got "Strange Things Going On" as far as having accepted the letter from Padre Domingues to Father Bernard and have held off delivering it. Having said that, I've been playing Nathaniel as usual, so someone else will need to try playing as Danielle and check if that scene works - and, for that matter, if playing as Danielle breaks anywhere else.
 
something is wrong there. I talked to the barkeeper and he told me that Danielle is in town so now if you walk to the exit door you'll be teleported to the fight. but if you kill every enemy, Danielle wakes up but then nothing happens.
(Maybe the problem is that I'm cursed)
I loaded your save in my game and it worked fine, even while being cursed.

Did have a bunch of citizens trying to kill me while talking to Danielle, but other than that I think it is solved now.
 
Back
Top