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<!--quoteo(post=222237:date=Nov 19 2007, 08:03 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 19 2007, 08:03 AM) [snapback]222237[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=221807:date=Nov 17 2007, 03:51 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 17 2007, 03:51 AM) [snapback]221807[/snapback]</div><div class='quotemain'><!--quotec-->2. The monks under Greenford seem to work, at least the dialogue.
Looting the second corpse get you a sword and cross, but no money.
Worse yet, when you get to the one that steals your money, even if you catch him and kill him, you don't get the money back. It's all gone.<!--QuoteEnd--></div><!--QuoteEEnd-->I have just installed Build 13 Final and tested this. It all seems to work perfectly on the default corpsemode and looting settings. ...<!--QuoteEnd--></div><!--QuoteEEnd-->

The default settings?

Try it on non default InternalSettings.h
#define AUTOLOOT_BOARDINGS 0

and in BuildSettings.h (not sure what default is)
#define CORPSEMODE 2
 
The default settings are:
#define CORPSEMODE 2
#define AUTOLOOT_BOARDINGS 1

I now also tested it at your settings:
#define CORPSEMODE 2
#define AUTOLOOT_BOARDINGS 0

Still no problem. I get money when looting them, when my money is stolen, I can get it back by killing the thief and looting him. I get a Maltese Knight sword for each looting and usually a bronze cross as well, but occasionally a different item. Seems OK to me, unless I misunderstood the bug. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=222349:date=Nov 19 2007, 01:50 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 19 2007, 01:50 PM) [snapback]222349[/snapback]</div><div class='quotemain'><!--quotec-->The default settings are:
#define CORPSEMODE 2
#define AUTOLOOT_BOARDINGS 1

I now also tested it at your settings:
#define CORPSEMODE 2
#define AUTOLOOT_BOARDINGS 0

Still no problem. I get money when looting them, when my money is stolen, I can get it back by killing the thief and looting him. I get a Maltese Knight sword for each looting and usually a bronze cross as well, but occasionally a different item. Seems OK to me, unless I misunderstood the bug. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Well, now that I changed the code as described in previous post, I don't have it anymore either.
As a side benefit, I can also get my swords back from fallen boarding party and landing party members.
So for me ... forget it.

Except, for the Abbey locations were Monks/Skeletons don't talk or give anything. <img src="style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />
 
<!--quoteo(post=222366:date=Nov 19 2007, 08:41 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 19 2007, 08:41 PM) [snapback]222366[/snapback]</div><div class='quotemain'><!--quotec-->Well, now that I changed the code as described in previous post, I don't have it anymore either.<!--QuoteEnd--></div><!--QuoteEEnd-->So with these changes you do get to loot the money from the monks? I don't quite understand why it does work now; that code should have nothing to do with the getting or not getting of the money. But if you're happy, that's fine with me. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<!--quoteo(post=222366:date=Nov 19 2007, 08:41 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 19 2007, 08:41 PM) [snapback]222366[/snapback]</div><div class='quotemain'><!--quotec-->As a side benefit, I can also get my swords back from fallen boarding party and landing party members.<!--QuoteEnd--></div><!--QuoteEEnd-->The prevented looting of land crewmembers was done by Screwface, who made that mod, but I don't exactly know why. To me it doesn't really make sense.

<!--quoteo(post=222366:date=Nov 19 2007, 08:41 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 19 2007, 08:41 PM) [snapback]222366[/snapback]</div><div class='quotemain'><!--quotec-->Except, for the Abbey locations were Monks/Skeletons don't talk or give anything. <img src="style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Yeah; that's bad. I'd like to see that one fixed. Perhaps I'll try to fix it again some day. But I already HAVE so much to do. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
<!--quoteo(post=222376:date=Nov 19 2007, 03:13 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 19 2007, 03:13 PM) [snapback]222376[/snapback]</div><div class='quotemain'><!--quotec-->...
<!--quoteo(post=222366:date=Nov 19 2007, 08:41 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 19 2007, 08:41 PM) [snapback]222366[/snapback]</div><div class='quotemain'><!--quotec-->As a side benefit, I can also get my swords back from fallen boarding party and landing party members.<!--QuoteEnd--></div><!--QuoteEEnd-->The prevented looting of land crewmembers was done by Screwface, who made that mod, but I don't exactly know why. To me it doesn't really make sense...<!--QuoteEnd--></div><!--QuoteEEnd-->

What I said!
<!--quoteo(post=221979:date=Nov 18 2007, 12:19 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 18 2007, 12:19 AM) [snapback]221979[/snapback]</div><div class='quotemain'><!--quotec-->...Good news, perhaps.
I fussed with "LAi_events.c" code regarding crew members that disappear i.e. don't produce corpses.

I really don't know why Screwface wanted it that way, but in rolling back some code to Kell code, I not only got the crew members to be lootable again, but I also got the monks under Greenford to give money as well as the sword and cross on looting the skeleton.
...<!--QuoteEnd--></div><!--QuoteEEnd-->
 
<!--quoteo(post=221910:date=Nov 17 2007, 08:51 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 17 2007, 08:51 PM) [snapback]221910[/snapback]</div><div class='quotemain'><!--quotec-->There are some changes in Update 3, yes. Could somebody using Build 13 Full please check what happens with the money in the Maltese Knight Abbey?<!--QuoteEnd--></div><!--QuoteEEnd-->

<img src="style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" /> All main character's money gets at some point stolen by the tricky monk's soul - so one ends up poor!!! <img src="style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />

<img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> Dialogs only with a two ways access!
"T" triggers the dialog sequence just like the spacebar.
No distinctive looting menu appears.
This happens both in the Abbey - using the main entrance - and then in the crypt bellow, entered at the wall on the right.

Change in settings does not seem to help
I have started default and then following Petros' thread I have changed the settings into:
#define CORPSEMODE 2
#define AUTOLOOT_BOARDINGS 0

<img src="style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" /> 13 Full.exe
 
<!--quoteo(post=222237:date=Nov 19 2007, 02:03 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 19 2007, 02:03 PM) [snapback]222237[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=221807:date=Nov 17 2007, 03:51 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 17 2007, 03:51 AM) [snapback]221807[/snapback]</div><div class='quotemain'><!--quotec-->2. The monks under Greenford seem to work, at least the dialogue.
Looting the second corpse get you a sword and cross, but no money.
Worse yet, when you get to the one that steals your money, even if you catch him and kill him, you don't get the money back. It's all gone.<!--QuoteEnd--></div><!--QuoteEEnd-->I have just installed Build 13 Final and tested this. It all seems to work perfectly on the default corpsemode and looting settings. When I kill a monk, he turns into a skeleton. When I kill the skeleton, he dies. When I press [T], the looting dialogue starts. I do get money from looting them. When a skeleton steals my money, I can kill him and get my money back through looting him. In short: I cannot replicate the problem.
<!--QuoteEnd--></div><!--QuoteEEnd-->

<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> Parley?!
While drifting in the process of testing the Marry Wood and John Coxon companionships, I made an unschedulled touch-down at Oxbay and... really spent some time with the Abbey.
As a manner of semantics it seems to me that it is safe to say that the walk trough the events works just fine... and in addition: the problem as described by Petros is obvious, is further more a very annoying detail that kills quite a bit of the fun, but it doesn't actually prevent one from moving on with the game.
I can confirm <!--quoteo(post=0:date=:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen)</div><div class='quotemain'><!--quotec-->When I press [T], the looting dialogue starts. I do get money from looting them.<!--QuoteEnd--></div><!--QuoteEEnd--> ... which is exactly what feels wrong because: "T" should trigger a looting interface and not the dialogs sequences - that part being allready assigned to the space bar.
Pressing "T" only to get dialogs makes the entire sequence weird and I could never catch the soul/skeleton who steals the money because he actually runs away, remember! Then with the missing looting interface what would one do if you really do catch him? Dialogue him into giving the money back or shift back into autoloot? The question remains theoretical though, because as i said odds are you never catch the run-away.

I don't know if everybody agrees that this is a bug, but should this be the case a good definition of it would be: In Greenford Abbey dialogs work but the looting interface is missing.

My very personal feeling about this problem is that this might be the right moment to address all these design issues.

I have been playing this game for years and it actually became the only game I do my mindscaping with because it offers allready far more then any available merchantise. Saying this I do also appreciate the addition of options. I remember the random 20 characters in the stockgame's enc.walker file for example - which made it piece of cake to remove a character you didn't like or to replace it with another from the very limited selection. The new configurations are an enormous improvement and the amount of work put in the game is impressive.
I am constantly overwhelmed and gratefull for having access to this work.
But I don't know? Am I the only one who experiences a strange feeling when Captain Jack Sparrow shows up as a rapist or highwaythief(ves) and I have to kill him? How many twinbrothers does he have? Shouldn't some of the skins be made unique, as a matter of consequence... even though this kind of matter is not a game crashing bug?!

Being inclined to look at things in this way, the only thing I can say about the Abbey sequence is:

<img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> Thanks Petros! I really appreciate your addressing the issue!
I take it for granted the matter is registered in the update priorities.
 
i only managed to catch him once. i simply shot him and i got my money back. so there's a tip: when in the abbey, bring a REALLY BIG GUN.
 
The dialogue in the Maltese Knight Abbey is supposed to <i>replace</i> the regular looting of dead corpses. That's how it was also meant to be. So when you killed him, you go to loot him (by pressing the [T] looting key) and you get the dialog instead. If a player knows how to loot dead corpses, he'd try the same on the Maltese corpses and find out soon enough that it works through dialogue for them. Also: To catch the guy who steals your money, I just did what Morgan Terror did. I shot him with a really big gun. That worked perfectly. When you loot a thieving monk, you do get the regular looting interface.

The only REAL problem that I know of with the Maltese Knight Abbey in Build 13 is the not-working-properly of the location you reach through the Oxbay dungeon. The Abbey itself and the dungeon below work just like they should. In Build 13, that is. Build 14 Alpha is another story: There it is almost completely messed up. But then it's not called "Alpha" for nothing. The whole looting was rewritten for Build 14 so that corpses no longer obstruct walking and when you get to a corpse, you see the hand icon come up and you can press F3 to loot the corpse. I think this is better than the way it works in Build 13. IF it works correctly, that is... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

As for the Jack Sparrows: The REAL Jack Sparrow model (depp.gm) is indeed unique, but there are many different variations (officers and Fat Jack) that are used at random. These can be made unique quite easily. Right now I am working on nation assignments for ships, but when I'm done with that, I intend to change the character model assignments for various things to get a better and more realistic usage of the character models. I suppose we'll need to do some discussing on which character models can be used for what. In the meantime: Check PROGRAM\MODELS\initModels.c and find Daede's character models. Those are the ones you probably want to turn off by removing their <i>AssignModelType</i> lines.
 
<!--quoteo(post=222434:date=Nov 20 2007, 11:39 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 20 2007, 11:39 AM) [snapback]222434[/snapback]</div><div class='quotemain'><!--quotec-->...The only REAL problem that I know of with the Maltese Knight Abbey in Build 13 is the not-working-properly of the location you reach through the Oxbay dungeon. The Abbey itself and the dungeon below work just like they should. In Build 13, that is. ...<!--QuoteEnd--></div><!--QuoteEEnd-->

Just curious.
Have you tried the entrance to the Abbey from the "outside back door" of the large church in the Greenford extension that looks like Redmond?

Going through there you reach another place where Monks/Skeletons don't talk.
 
<!--quoteo(post=222434:date=Nov 20 2007, 05:39 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 20 2007, 05:39 PM) [snapback]222434[/snapback]</div><div class='quotemain'><!--quotec-->As for the Jack Sparrows: The REAL Jack Sparrow model (depp.gm) is indeed unique, but there are many different variations (officers and Fat Jack) that are used at random. These can be made unique quite easily. Right now I am working on nation assignments for ships, but when I'm done with that, I intend to change the character model assignments for various things to get a better and more realistic usage of the character models. I suppose we'll need to do some discussing on which character models can be used for what...<!--QuoteEnd--></div><!--QuoteEEnd-->

<img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> Thanks Pieter! A discussion would be great. Most "Jack" models (Fat or Polished Officer of XX Army) are really all right. But this guy who just did the woman should in my opinion not be the "Captain".

[attachment=1334:Rapist2.jpg]

<img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
<!--quoteo(post=222423:date=Nov 20 2007, 03:06 PM:name=Morgan Terror)--><div class='quotetop'>QUOTE(Morgan Terror @ Nov 20 2007, 03:06 PM) [snapback]222423[/snapback]</div><div class='quotemain'><!--quotec-->i only managed to catch him once. i simply shot him and i got my money back. so there's a tip: when in the abbey, bring a REALLY BIG GUN.<!--QuoteEnd--></div><!--QuoteEEnd-->

<img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

... another way to keep the money would be to transffer them to one of your officers before entering ...

<img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
<!--quoteo(post=222512:date=Nov 21 2007, 05:52 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 21 2007, 05:52 AM) [snapback]222512[/snapback]</div><div class='quotemain'><!--quotec-->Have you tried the entrance to the Abbey from the "outside back door" of the large church in the Greenford extension that looks like Redmond? Going through there you reach another place where Monks/Skeletons don't talk.<!--QuoteEnd--></div><!--QuoteEEnd-->No, I didn't check that one. That's a second bugged location then. AGH! I'll see if I can find some time to have another look at this problem.

<!--quoteo(post=222516:date=Nov 21 2007, 10:28 AM:name=Julian)--><div class='quotetop'>QUOTE(Julian @ Nov 21 2007, 10:28 AM) [snapback]222516[/snapback]</div><div class='quotemain'><!--quotec--><img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> Thanks Pieter! A discussion would be great. Most "Jack" models (Fat or Polished Officer of XX Army) are really all right. But this guy who just did the woman should in my opinion not be the "Captain".<!--QuoteEnd--></div><!--QuoteEEnd-->I think that is model "9Ja". He is assigned to <i>AssignModelType(isstart, &model, "Outlaws", 1.0);</i>. I agree this model should be disabled completely; it's really odd to encounter Jack, even if he <i>has</i> cleaned his hair. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

Once I'm done with the shipslist, I'll see if I can make an updated characters list. Then we should decide which models should be used for which purposes. It could add a lot to the atmosphere of the game. We could already start the discussion; I already have an out-of-date character list <a href="http://www.s31clan.com/privateftps/pietersmods/chars.htm" target="_blank">here</a>.

<!--quoteo(post=222518:date=Nov 21 2007, 10:38 AM:name=Julian)--><div class='quotetop'>QUOTE(Julian @ Nov 21 2007, 10:38 AM) [snapback]222518[/snapback]</div><div class='quotemain'><!--quotec-->... another way to keep the money would be to transffer them to one of your officers before entering ..<!--QuoteEnd--></div><!--QuoteEEnd-->That would work, but not for the money you loot from the monks in the dungeon after having stored your money with an officer. However, you can actually store your money with unavailable characters through the F2 menu as well, so you can store your money with an officer after each looting. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=222532:date=Nov 21 2007, 10:43 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 21 2007, 10:43 AM) [snapback]222532[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=222512:date=Nov 21 2007, 05:52 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 21 2007, 05:52 AM) [snapback]222512[/snapback]</div><div class='quotemain'><!--quotec-->Have you tried the entrance to the Abbey from the "outside back door" of the large church in the Greenford extension that looks like Redmond? Going through there you reach another place where Monks/Skeletons don't talk.<!--QuoteEnd--></div><!--QuoteEEnd-->No, I didn't check that one. That's a second bugged location then. AGH! I'll see if I can find some time to have another look at this problem.<!--QuoteEnd--></div><!--QuoteEEnd-->
That is the area I mentioned in a previous post.

<!--quoteo(post=221979:date=Nov 18 2007, 12:19 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 18 2007, 12:19 AM) [snapback]221979[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=221807:date=Nov 16 2007, 09:51 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 16 2007, 09:51 PM) [snapback]221807[/snapback]</div><div class='quotemain'><!--quotec-->1. Monks in the haunted abbey under Oxbay via the Dungeon don't work anymore.

They die twice, but there is no dialogue and you can't loot them.<!--QuoteEnd--></div><!--QuoteEEnd-->

Update, the same above is also the case for the Dungeon that connects from the area under Greenford Abbey. It is an area that looks just like the inside of the Inca Temple<!--QuoteEnd--></div><!--QuoteEEnd-->

I realize that I needed to be more specific. Once you go through the "Back door" area under the Church,which does work for dialogues, you go through passages like the Redmond Dungeon till you find a "Dead End" section that gives you an open "padlock" icon at top left, and says "Sewer"!

It is this sewer location, which looks like the Inca Temple, where monks don't talk.

Actually, it is in an Inca Temple type area under Oxbay that I first reported the monks not talking.

Perhaps the problem here is with CCC's "Inca Temple" cloned locations.


<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->. However, you can actually store your money with unavailable characters through the F2 menu as well, so you can store your money with an officer after each looting. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I didn't know that. Nice! <img src="style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
 
that's a really good idea about the money. thing is, i don't really trust my officers much, which can only be blamed on my over-fertile imagination. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> if you don't have an officer, you could store it at a loanshark, of course.
 
Sewer? Did you say "SEWER"??? That might be your problem right there! The whole Maltese Knight monk functionality is based on the location.label, which should be "Maltese Knight Abbey" for it to work. If the label is "Sewer", I can understand why it wouldn't work. In which case it would be easy to fix. Lemme check.

<!--quoteo(post=222540:date=Nov 21 2007, 05:07 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 21 2007, 05:07 PM) [snapback]222540[/snapback]</div><div class='quotemain'><!--quotec-->I didn't know that. Nice! <img src="style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->There's an "Exchange" button in the F2 menu which should enable you to transfer items with any of your officers, whether they're there in the scene with you or not.
 
<!--quoteo(post=222544:date=Nov 21 2007, 11:16 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 21 2007, 11:16 AM) [snapback]222544[/snapback]</div><div class='quotemain'><!--quotec-->Sewer? Did you say "SEWER"??? That might be your problem right there<!--QuoteEnd--></div><!--QuoteEEnd-->
No. that might be "Our" problem.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->The whole Maltese Knight monk functionality is based on the location.label, which should be "Maltese Knight Abbey" for it to work. If the label is "Sewer", I can understand why it wouldn't work. In which case it would be easy to fix. Lemme check.<!--QuoteEnd--></div><!--QuoteEEnd-->

Then again , it might just be a locator label, and not the actual "location" name, which means it would not be the answer either.

Or does the code look for the ID "Label" and not the ID itself?
Anyway, good luck checking.
 
well waddya know. <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> what did you say again about luck pieter? <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
<!--quoteo(post=222550:date=Nov 21 2007, 05:21 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 21 2007, 05:21 PM) [snapback]222550[/snapback]</div><div class='quotemain'><!--quotec-->No. that might be "Our" problem.<!--QuoteEnd--></div><!--QuoteEEnd-->True. It was just an expression. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
Apparently that is NOT the problem. There is only one location with label "Sewer" and that is the Oxbay dungeon. By the looks of it, there is three Maltese Knight Abbey locations in total:
- "Greenford_M_church"
- "Greenford_M_crypt" (below the church)
- "Greenford_M_undercroft" (accessible through the Oxbay sewer)

It is "Greenford_M_undercroft" that does not work correctly. I checked the location.id.label, but that does seem to be correct. So that's not the problem. Back to the drawing board.
 
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