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Reputation Level

Vladimiri90

Landlubber
Hy its my first post on this forum and for the begining i wan to say that this mod is the most great mod i ever see for Thi beautiful old game Pirates of the Caribbean.Souch a great model of the ship(Black Pearl and Dutchman ) of the player(Depp ,Will Davy Jone)


But i meet a bad thing.I made a lot of donation to raise my reputation level in Jack Sparrow , Hoist the Color.Donation at the church.But every time when i travel with the ship the reputation level is descred to the Horror of the High Sea or something like that.I wan to do the mision with Lucas , son of admiral and i think i need reputation level.I know this because i play the original game.so if you can help my i wan the se THE KRAKEN.Sorry for my bad english
 
To do the Lucas quest it is your Player Level that is important. :yes

You must be Level 4 or higher for Lucas' father the Admiral to appear in the town hall.

I do not think your reputation ( Horror of the High Seas etc. ) matters

:drunk
 
To do the Lucas quest it is your Player Level that is important. :yes

You must be Level 4 or higher for Lucas' father the Admiral to appear in the town hall.

I do not think your reputation ( Horror of the High Seas etc. ) matters

:drunk


Dude ok may the reputation dosen't matter but i walk in town hall( after i speak with thomas tiampan in tortuga for son of the amiral) and i don't fiind the admiral only the governor .I use beta 1 veriosn:D but i know that reputation its an important thing in this misions
 
The usual reasons for getting a bad reputation are not paying your crew, striking unarmed people, and firing on friendly ships. :wp
 
Dude ok may the reputation dosen't matter but i walk in town hall( after i speak with thomas tiampan in tortuga for son of the amiral) and i don't fiind the admiral only the governor .I use beta 1 veriosn:D but i know that reputation its an important thing in this misions


Which Townhall are you going to -- it is not the same one as the one used for the Lucas quest in the Nat Hawk Standard storyline ( New Horizons )

In Jack Sparrow you need to go to Santo Domingo townhall , on Hispanola

If the Admiral is not appearing then the quest might be bugged :modding

Can you enable error logging and if Admiral does not appear post the error logs ( system - compile - error ) here as an attachments to a post.

the code to start the Lucas quest in Jack Sparrow Story is this -- from quests_reaction.c

Code:
case "findecotbp":
if(AUTO_SKILL_SYSTEM)
{
AddPartyExpChar(pchar, "Leadership", 25000);
AddPartyExpChar(pchar, "Sneak", 200);
}
else { AddPartyExp(pchar, 25000); }

bSuppressResurrection = false;
//AddQuestRecord("IslaDeMuerteI", "3");
//CloseQuestHeader("IslaDeMuerteI");
ChangeCharacterAddress(characterFromID("Barbossa"), "none", "");
ChangeCharacterAddress(characterFromID("Elizabeth Swann"), "none", "");
SetOfficersIndex(Pchar, 3, GetCharacterIndex("Mr. Gibbs"));
LAi_SetOfficerType(CharacterFromID("Mr. Gibbs"));
//setCharacterShipLocation(pchar, "Redmond_shore_02");

//--> CTM
if(GetAttribute(pchar, "Lucas") != "0")
{
//AddQuestRecord("IslaDeMuerteI", "3");
//CloseQuestHeader("IslaDeMuerteI");
AddQuestRecord("Curse Of", 5);
CloseQuestHeader("Curse Of");

LAi_QuestDelay("Sail_DMC_Jack", 0.0);
}
else
{
//AddQuestRecord("IslaDeMuerteI", "4");
//CloseQuestHeader("IslaDeMuerteI");
AddQuestRecord("Curse Of", 6);
CloseQuestHeader("Curse Of");

LAi_QuestDelay("Sail_free_Jack", 0.0);
}
//<-- CTM
break;
// Bartolomeu o Portugues COTBP Finishes Here
case "Sail_DMC_Jack":
//StorePassengers("Blaze");
ResetSound();
PostVideoAndQuest("LegendJackSparrow\jack_exit_DMC", 1, "DMC_prestart");
bMainMenuLaunchAfterVideo = true;
break;

case "Sail_Free_Jack":
ResetSound();
//StorePassengers("Blaze");
//PostVideoAndQuest("LegendJackSparrow\jack_exit", 1, "whatever_now");
PostVideoAndQuest("COMMON\ENGLISH\credits", 1, "whatever_now");
bMainMenuLaunchAfterVideo = true;
break;

case "whatever_now":
//pchar.jack = "finished";
PostEvent("DoInfoShower",100,"s","");

QuestToSeaLogin_PrepareLoc("Redmond", "reload", "reload_3", false);
QuestToSeaLogin_Launch();

ResumeAllSounds();
break;

// Captain Maggee's DMC Starts Here - Explaining Davy <--
case "DMC_prestart":
QuestToSeaLogin_PrepareLoc("Redmond", "reload", "reload_3", false);
QuestToSeaLogin_Launch();
PostEvent("DoInfoShower",100,"s","");

ChangeCharacterAddressGroup(CharacterFromID("Thomas Tipman"), "Tortuga_Tavern", "goto", "goto9");
Characters[GetCharacterIndex("Thomas Tipman")].dialog.currentnode = "Tortuga help";

pchar.quest.DMC_Start.win_condition.l1 = "location";
pchar.quest.DMC_Start.win_condition.l1.location = "Santo_Domingo_townhall";
pchar.quest.DMC_Start.win_condition = "DMC_Start";

ResumeAllSounds();
break;

case "DMC_Start":
ChangeCharacterAddressGroup(CharacterFromID("Joaquin Da Saldanha"), "Santo_Domingo_townhall", "goto", "goto1");
PChar.quest.lucas = "";
break;

case "Luc_start":
SetEnterLocationQuest("Santo_Domingo_townhall", "Luc_start_check", 0);
break;

case "Luc_start_check":
if(makeint(PChar.rank) >= 4)
{
ChangeCharacterAddressGroup(CharacterFromID("Joaquin Da Saldanha"), "Santo_Domingo_townhall", "goto", "goto1");
}
break;

case "Lucas_search_refused":
PChar.quest.Lucas = "refused";

DeleteEnterLocationQuest("Santo_Domingo_townhall", "Luc_start_check");
break;

case "Lucas_search_start":
PChar.quest.Lucas = "search";
PChar.Lucas = "0";

DeleteEnterLocationQuest("Santo_Domingo_townhall", "Luc_start_check");

//JOURNAL
SetQuestHeader("Lucas");
AddQuestRecord("Lucas", 1);
break;

I can't see anything there that refers to reputation

In the Joacquin Da Salanda _dialog.c file For Jack Sparrow there is this:-

Code:
// -----------------------------------Äèàëîã ïåðâûé - ïåðâàÿ âñòðå÷à
case "First time":
Dialog.defAni = "dialog_stay1";
Dialog.defCam = "1";
Dialog.defSnd = "dialogs\0\017";
Dialog.defLinkAni = "dialog_1";
Dialog.defLinkCam = "1";
Dialog.defLinkSnd = "dialogs\woman\024";
Dialog.ani = "dialog_stay2";
Dialog.cam = "1";
Dialog.snd = "dialogs\0\009";

dialog.text  = DLG_TEXT[0];
link.l1 = DLG_TEXT[1];
link.l1.go = "Exit";

if  (makeint(pchar.reputation) >= 0 && PChar.quest.Lucas == "")
{
dialog.text = DLG_TEXT[2] + GetMyFullName(&Characters[GetCharacterIndex(DLG_TEXT[3])]) + DLG_TEXT[5];
link.l1 = DLG_TEXT[6];
link.l1.go = "Find_Lucas2";
}
if (PChar.quest.Lucas == "refused")
{
dialog.text = DLG_TEXT[7];
link.l1 = DLG_TEXT[8];
link.l1.go = "Find_Lucas5";
link.l2 = DLG_TEXT[9];
link.l2.go = "Find_Lucas_exit_refused";

Which I think means he should talk to you whatever your reputation .


In Nathaniel Hawk the Joacquin Da Salanda _dialog.c file has

Code:
// -----------------------------------Äèàëîã ïåðâûé - ïåðâàÿ âñòðå÷à
case "First time":
Dialog.defAni = "dialog_stay1";
Dialog.defCam = "1";
Dialog.defSnd = "dialogs\0\017";
Dialog.defLinkAni = "dialog_1";
Dialog.defLinkCam = "1";
Dialog.defLinkSnd = "dialogs\woman\024";
Dialog.ani = "dialog_stay2";
Dialog.cam = "1";
Dialog.snd = "dialogs\0\009";

dialog.text  = DLG_TEXT[0];
link.l1 = DLG_TEXT[1];
link.l1.go = "Exit";

if  (makeint(pchar.reputation) >= 50 && PChar.quest.Lucas == "")
{
dialog.text = DLG_TEXT[2] + GetMyFullName(&Characters[GetCharacterIndex(DLG_TEXT[3])]) + DLG_TEXT[5];
link.l1 = DLG_TEXT[6];
link.l1.go = "Find_Lucas2";
}
if (PChar.quest.Lucas == "refused")
{
dialog.text = DLG_TEXT[7];
link.l1 = DLG_TEXT[8];
link.l1.go = "Find_Lucas5";
link.l2 = DLG_TEXT[9];
link.l2.go = "Find_Lucas_exit_refused";
}
if (PChar.quest.Lucas == "search")
{
dialog.text = DLG_TEXT[10];
link.l1 = DLG_TEXT[11];
link.l1.go = "Exit";

Which means I think that in Nat Hawk story you need at least a Neutral reputation -

But in Both Story lines The Admiral should be in the Town Hall :yes Your reputation will just affect if he talks to you or not.



The Actual dialog should be these lines from Joacquin Da Salanda _dialog.h file


string DLG_TEXT[50] = {
"Captain, your reputation stinks. I have no intention of dealing with you.",
"That's your choice, I suppose. And your loss.",
"Allow me to introduce myself. I am ",
"Joaquin Da Saldanha",
"Joaquin Da Saldanha",
", admiral of the Spanish fleet. I'm glad to meet you, captain - the governor recommended you as a man who can deal with any trouble.",
"The governor flatters me. Although I do have a great deal of experience with trouble....",
"Captain, have you changed your mind about helping me find my son?",
"Yes, I think I can help you now. But I'll need something to start with. Can you at least give me a general idea of where I should look?",
"I'm sorry, admiral, but I can't help you at the moment.",
 
Dude ok may the reputation dosen't matter but i walk in town hall( after i speak with thomas tiampan in tortuga for son of the amiral) and i don't fiind the admiral only the governor .I use beta 1 veriosn:D but i know that reputation its an important thing in this misions


Which Townhall are you going to -- it is not the same one as the one used for the Lucas quest in the Nat Hawk Standard storyline ( New Horizons )

In Jack Sparrow you need to go to Santo Domingo townhall , on Hispanola

If the Admiral is not appearing then the quest might be bugged :modding

Can you enable error logging and if Admiral does not appear post the error logs ( system - compile - error ) here as an attachments to a post.

the code to start the Lucas quest in Jack Sparrow Story is this -- from quests_reaction.c

Code:
case "findecotbp":
if(AUTO_SKILL_SYSTEM)
{
AddPartyExpChar(pchar, "Leadership", 25000);
AddPartyExpChar(pchar, "Sneak", 200);
}
else { AddPartyExp(pchar, 25000); }

bSuppressResurrection = false;
//AddQuestRecord("IslaDeMuerteI", "3");
//CloseQuestHeader("IslaDeMuerteI");
ChangeCharacterAddress(characterFromID("Barbossa"), "none", "");
ChangeCharacterAddress(characterFromID("Elizabeth Swann"), "none", "");
SetOfficersIndex(Pchar, 3, GetCharacterIndex("Mr. Gibbs"));
LAi_SetOfficerType(CharacterFromID("Mr. Gibbs"));
//setCharacterShipLocation(pchar, "Redmond_shore_02");

//--> CTM
if(GetAttribute(pchar, "Lucas") != "0")
{
//AddQuestRecord("IslaDeMuerteI", "3");
//CloseQuestHeader("IslaDeMuerteI");
AddQuestRecord("Curse Of", 5);
CloseQuestHeader("Curse Of");

LAi_QuestDelay("Sail_DMC_Jack", 0.0);
}
else
{
//AddQuestRecord("IslaDeMuerteI", "4");
//CloseQuestHeader("IslaDeMuerteI");
AddQuestRecord("Curse Of", 6);
CloseQuestHeader("Curse Of");

LAi_QuestDelay("Sail_free_Jack", 0.0);
}
//<-- CTM
break;
// Bartolomeu o Portugues COTBP Finishes Here
case "Sail_DMC_Jack":
//StorePassengers("Blaze");
ResetSound();
PostVideoAndQuest("LegendJackSparrow\jack_exit_DMC", 1, "DMC_prestart");
bMainMenuLaunchAfterVideo = true;
break;

case "Sail_Free_Jack":
ResetSound();
//StorePassengers("Blaze");
//PostVideoAndQuest("LegendJackSparrow\jack_exit", 1, "whatever_now");
PostVideoAndQuest("COMMON\ENGLISH\credits", 1, "whatever_now");
bMainMenuLaunchAfterVideo = true;
break;

case "whatever_now":
//pchar.jack = "finished";
PostEvent("DoInfoShower",100,"s","");

QuestToSeaLogin_PrepareLoc("Redmond", "reload", "reload_3", false);
QuestToSeaLogin_Launch();

ResumeAllSounds();
break;

// Captain Maggee's DMC Starts Here - Explaining Davy <--
case "DMC_prestart":
QuestToSeaLogin_PrepareLoc("Redmond", "reload", "reload_3", false);
QuestToSeaLogin_Launch();
PostEvent("DoInfoShower",100,"s","");

ChangeCharacterAddressGroup(CharacterFromID("Thomas Tipman"), "Tortuga_Tavern", "goto", "goto9");
Characters[GetCharacterIndex("Thomas Tipman")].dialog.currentnode = "Tortuga help";

pchar.quest.DMC_Start.win_condition.l1 = "location";
pchar.quest.DMC_Start.win_condition.l1.location = "Santo_Domingo_townhall";
pchar.quest.DMC_Start.win_condition = "DMC_Start";

ResumeAllSounds();
break;

case "DMC_Start":
ChangeCharacterAddressGroup(CharacterFromID("Joaquin Da Saldanha"), "Santo_Domingo_townhall", "goto", "goto1");
PChar.quest.lucas = "";
break;

case "Luc_start":
SetEnterLocationQuest("Santo_Domingo_townhall", "Luc_start_check", 0);
break;

case "Luc_start_check":
if(makeint(PChar.rank) >= 4)
{
ChangeCharacterAddressGroup(CharacterFromID("Joaquin Da Saldanha"), "Santo_Domingo_townhall", "goto", "goto1");
}
break;

case "Lucas_search_refused":
PChar.quest.Lucas = "refused";

DeleteEnterLocationQuest("Santo_Domingo_townhall", "Luc_start_check");
break;

case "Lucas_search_start":
PChar.quest.Lucas = "search";
PChar.Lucas = "0";

DeleteEnterLocationQuest("Santo_Domingo_townhall", "Luc_start_check");

//JOURNAL
SetQuestHeader("Lucas");
AddQuestRecord("Lucas", 1);
break;

I can't see anything there that refers to reputation

In the Joacquin Da Salanda _dialog.c file For Jack Sparrow there is this:-

Code:
// -----------------------------------Äèàëîã ïåðâûé - ïåðâàÿ âñòðå÷à
case "First time":
Dialog.defAni = "dialog_stay1";
Dialog.defCam = "1";
Dialog.defSnd = "dialogs\0\017";
Dialog.defLinkAni = "dialog_1";
Dialog.defLinkCam = "1";
Dialog.defLinkSnd = "dialogs\woman\024";
Dialog.ani = "dialog_stay2";
Dialog.cam = "1";
Dialog.snd = "dialogs\0\009";

dialog.text  = DLG_TEXT[0];
link.l1 = DLG_TEXT[1];
link.l1.go = "Exit";

if  (makeint(pchar.reputation) >= 0 && PChar.quest.Lucas == "")
{
dialog.text = DLG_TEXT[2] + GetMyFullName(&Characters[GetCharacterIndex(DLG_TEXT[3])]) + DLG_TEXT[5];
link.l1 = DLG_TEXT[6];
link.l1.go = "Find_Lucas2";
}
if (PChar.quest.Lucas == "refused")
{
dialog.text = DLG_TEXT[7];
link.l1 = DLG_TEXT[8];
link.l1.go = "Find_Lucas5";
link.l2 = DLG_TEXT[9];
link.l2.go = "Find_Lucas_exit_refused";

Which I think means he should talk to you whatever your reputation .


In Nathaniel Hawk the Joacquin Da Salanda _dialog.c file has

Code:
// -----------------------------------Äèàëîã ïåðâûé - ïåðâàÿ âñòðå÷à
case "First time":
Dialog.defAni = "dialog_stay1";
Dialog.defCam = "1";
Dialog.defSnd = "dialogs\0\017";
Dialog.defLinkAni = "dialog_1";
Dialog.defLinkCam = "1";
Dialog.defLinkSnd = "dialogs\woman\024";
Dialog.ani = "dialog_stay2";
Dialog.cam = "1";
Dialog.snd = "dialogs\0\009";

dialog.text  = DLG_TEXT[0];
link.l1 = DLG_TEXT[1];
link.l1.go = "Exit";

if  (makeint(pchar.reputation) >= 50 && PChar.quest.Lucas == "")
{
dialog.text = DLG_TEXT[2] + GetMyFullName(&Characters[GetCharacterIndex(DLG_TEXT[3])]) + DLG_TEXT[5];
link.l1 = DLG_TEXT[6];
link.l1.go = "Find_Lucas2";
}
if (PChar.quest.Lucas == "refused")
{
dialog.text = DLG_TEXT[7];
link.l1 = DLG_TEXT[8];
link.l1.go = "Find_Lucas5";
link.l2 = DLG_TEXT[9];
link.l2.go = "Find_Lucas_exit_refused";
}
if (PChar.quest.Lucas == "search")
{
dialog.text = DLG_TEXT[10];
link.l1 = DLG_TEXT[11];
link.l1.go = "Exit";

Which means I think that in Nat Hawk story you need at least a Neutral reputation -

But in Both Story lines The Admiral should be in the Town Hall :yes Your reputation will just affect if he talks to you or not.



The Actual dialog should be these lines from Joacquin Da Salanda _dialog.h file


string DLG_TEXT[50] = {
"Captain, your reputation stinks. I have no intention of dealing with you.",
"That's your choice, I suppose. And your loss.",
"Allow me to introduce myself. I am ",
"Joaquin Da Saldanha",
"Joaquin Da Saldanha",
", admiral of the Spanish fleet. I'm glad to meet you, captain - the governor recommended you as a man who can deal with any trouble.",
"The governor flatters me. Although I do have a great deal of experience with trouble....",
"Captain, have you changed your mind about helping me find my son?",
"Yes, I think I can help you now. But I'll need something to start with. Can you at least give me a general idea of where I should look?",
"I'm sorry, admiral, but I can't help you at the moment.",
 
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