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Stuck in Rheims' House

Brenda

Landlubber
Ok, I just encountered a bug I can not find anything about anywhere. It occurs just after entering Rheims' house in the Smuggler's Cove. My character goes over to the table, Rheims' logbook is add to Inventory and a dialog box appears with just 3 dots (...) for the speaker and your reply. After you hit the spacebar to end the conversation, my character is unable to move. I can still access F1 and F2, but unable to move forward or backward. This happens whether I sneak in the side or fight my way in the front door.

I have made several modifications to the character.init file, Loc_ai file and the Ships file, but no Builds installed yet. The only thing I can think it might be is from changing main character to Danielle. However, that should not matter since I only changed the character model (ch.model=); I left the character id (ch.id=) as Blaze. And I did overwrite the Blaze at the far right of the file with the Russian type for Danielle (Aaieu with umlates). Any suggestions? I am stuck.


<b>EDIT:</b> Well, I think I found a possible cause for my problem. I forgot to change the character dialog from Danielle back to Blaze. (I was playing with ch.id=Danielle to see if I could change her weird walk.) But you would think that would have caused a conflict long before this since the ch.id=Danielle changed everything right from the start (But it did fix her walk!). Guess I will have to start a new game to find out for sure. However, I would still like some ideas from those who are much better at this than I. Thank you!!
 
If you think the bug is coming from the main character's dialog file being danielle's, you can check that without having to start a new game, add this into the quest reaction.c :

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->case "correct_the_bug":
Characters[GetCharacterIndex("Danielle")].Dialog.Filename = "blaze_dialog.c";
break;<!--c2--></div><!--ec2-->

And then add this at the end of a dialog you can run before getting into the room scene :
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->AddDialogExitQuest("correct_the_bug");<!--c2--></div><!--ec2-->

Amazing that having the main character id and its dialog file being 'Danielle' you went that far in the mainquest... I guess you run into some other bugs you were able to correct yourself, didn't you? Because there are still some archeological remains in the dialog files of the time in which you could play two different character, Blaze and Danielle. So there are some id checks from time to time, in the Oxbay quest in the tavern for exemple. (For shame I'm afraid there nothing left of the Danielle main quest in the quests folders. We could have re-enable it otherwise...)

I don't really understand what is the weird walking thing your talking about, but I wouldn't recomend changing the .id of the main character. Anyway, your experiment is interesting.
 
Hi Virtual Sailor!

Thanks for replying so quickly. Well, first off, I think I may have confused you- my bad. The game I am having problems with is not the same game I was playing with the character id changed to Danielle. That was a separate game just to see what would happen. For that game, I not only changed the ch.id= to Danielle, but I also changed the character_dialog= to Danielle The difference was apparent right from the start. There was no video of the French attack and as you referenced, the tavern-keeper in Oxbay would not trigger the ammo ship mission.

Now, with that in mind, when I started the current game, I changed the ch.id= back to Blaze, but unfortuately, I forgot to change the dialog back. Personally, I do think that was the problem. However, I thought there would have been a problem long before this, as you did also. But until Rheims' house, the quest went as originally scripted. Weird huh??

Ok, now the bone-head question. Is the quest reaction.c file in the game's PROGRAMS? Or the saved game's files? And where exactly do I add the new code?

As for her weird walk, she sort of rotates at the waist rather than one foot in front of the other. And changing the ch.id= to Danielle did correct that, but it "broke" the game too. I suspect this has been corrected in one of the Builds, but, as yet, I have not had a chance to download them. So, until I can download them, I have had to modify the files myself.

BTW, I encountered a similar situation in the game with ch.id=Danielle. It occurred when I went to QC for the first time and see Artis and Nigel fighting. Nigel did not come and talk to me as he should, so I talked to him. The dialog box was just 3 dots and then my character froze after closing it. Same as this. It is one of the reasons I think not changing the dialog back is the problem.

I hope my babble makes sense. I am blonde! <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
OK, I answered my bone-head question- it is in PROGRAMS/Quests. And I found the place dealing with getting the logbook from Rheims' house. Now, I just need to know exactly where to insert the new codes. This is way beyond my experience, so I am reluctant to go on without guidance. (Such is being blonde! <img src="style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" /> )
 
even with the builds, i wouldn't recommend changing stuff like that. besides, you can buy the skin for danielle at the QC tailor's shop. he's the guy standing near te gate in the blue clothes.
 
She can't, cause Mary hasn't got the Build, and therefore no tailors <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> (I think we often forget just HOW limited stock PotC was)

<!--quoteo(post=192464:date=May 1 2007, 11:49 PM:name=Mary Read)--><div class='quotetop'>QUOTE(Mary Read @ May 1 2007, 11:49 PM) [snapback]192464[/snapback]</div><div class='quotemain'><!--quotec-->Now, with that in mind, when I started the current game, I changed the ch.id= back to Blaze, but unfortuately, I forgot to change the dialog back. Personally, I do think that was the problem. However, I thought there would have been a problem long before this, as you did also. But until Rheims' house, the quest went as originally scripted. Weird huh??<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, usually you talk to other NPCs, and in that cases THEIR dialogfile is being used. So that the playercharacter has a wrong dialogfile assigned only surfaces if you do one of those "refelecting" self-dialogs.

But changing the id in any of the init files will probably always cause you problems, cause the ID must be unique: the program identifies characters, things, ships, locations etc by means of the ID. I don't know where you changed ch.id from blaze to danielle, but there is another NPC with the ID Danielle, so the program may have to deal with two of them. Whereas it may search for the Blaze ID in vain.

BTW, your goal, if i understand you right, is to play with the "danielle" model? And changing ch.model did work, but the animation looks odd? Did you change ch.sex as well?
IIRC the female animations of stock PotC were incomplete (e.g. no sitting ani), and Build12 fixed that. But I don't know the details, sorry <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
Okay, let's do even simplier - in the quest_reaction.c, look for this part :

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    case "blaze_to_rheims_house_in_smugglers_find_book_complete_2":
        characters[GetCharacterIndex("Robert Christopher Silehard")].dialog.CurrentNode = "blaze_return_to_silehard_node";
        pchar.quest.main_line = "blaze_found_book_in_rheims_house";
        //Äîáàâëÿåì ïðåäìåò
        GiveItem2Character(pchar, RHEIMS_JOURNAL);
        LAi_ActorSelfDialog(pchar, "");
    break;<!--c2--></div><!--ec2-->

and replace it by this :
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    case "blaze_to_rheims_house_in_smugglers_find_book_complete_2":
        characters[GetCharacterIndex("Robert Christopher Silehard")].dialog.CurrentNode = "blaze_return_to_silehard_node";
        pchar.quest.main_line = "blaze_found_book_in_rheims_house";
        //Äîáàâëÿåì ïðåäìåò
        GiveItem2Character(pchar, RHEIMS_JOURNAL);
        Characters[GetCharacterIndex("blaze")].Dialog.Filename = "blaze_dialog.c";
        LAi_ActorSelfDialog(pchar, "");
    break;<!--c2--></div><!--ec2-->

As you see in fact there is only one sentence to change ; I believe it should work. (The old code I gave you before isn't adapted, as I hadn't understood you had changed back the id to blaze...)


About the dialog file given to the main character, CCC is perfectly right : it's rarely used, most of the time when you soliloquize. So mostly in quests.
 
Aye VS, that was the ticket. Thank you so much, it salvaged a good game. And surprizingly, I understood what was being added! Wonders never cease!

Yeah CCC, since I was not able to download the Builds, my original goal was to make some changes to the stock game so it was playable and one of the things I wanted to do was to play a female main character. Since that feature was in the original game, I just needed to know how to make the necessary changes. Oh, and yes, I did change ch.sex= to "woman". However, after I had made the changes, I wanted to experiement with the game a bit. (Guess I didn't do a good job of keeping my notes updated.)

And shame on you morgan!! (Just joking!!) You know I don't have the Builds yet and you know why. Now that I am in a position to download them, I learn there is way over 8 hours of downloading. Looks like I will be stuck with my player-made mods for awhile.


It is interesting, even though this game was changed from the original so Disney could use it as a promo tool for the movie, there are still remnents of when it was SeaDogsII- Nick Sharp's saber and the name "Beltrop".
 
Yes, and there are actually more allusions - in Redmond ask about the tavern keeper Charles Windem for exemple, here is what you are told :
"He inherited the tavern from his father. His father had a tavern not far from here, in another archipelago, on a small island named Highrock. Then his father came here, built a new tavern, and now his son runs it.",

Do you recall old Jeremy Windem, his bottles of rum and wine for the soldiers and his ugly giggling?
 
I missed that one. And yes, I remember Jeremy. I wonder if anyone else has found other ties to the original SeaDogs.
 
Mr Spam-a-lot, sometimes we use 'Nick' talking of Nicolas Sharp.

<!--quoteo(post=192648:date=May 2 2007, 04:46 PM:name=Mary Read)--><div class='quotetop'>QUOTE(Mary Read @ May 2 2007, 04:46 PM) [snapback]192648[/snapback]</div><div class='quotemain'><!--quotec-->there are still remnents of when it was SeaDogsII- Nick Sharp's saber and the name "Beltrop".<!--QuoteEnd--></div><!--QuoteEEnd-->
 
i hadn't even seen that post. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
<!--quoteo(post=193194:date=May 4 2007, 02:37 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ May 4 2007, 02:37 PM) [snapback]193194[/snapback]</div><div class='quotemain'><!--quotec-->i hadn't even seen that post. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->


Don't feel bad, morgan. I do that all the time! As well as ask bone-head questions. <img src="style_emoticons/<#EMO_DIR#>/slap.gif" style="vertical-align:middle" emoid=":slap" border="0" alt="slap.gif" />



However, I am still wondering if anyone has found other references to Sea Dogs in PotC. So far, there is Sharp's saber, the Windem family and Beltrop. Any others?
 
i've noticed that the name of the leader of the conceciao smugglers has been changed back to beltrop.
 
Quote from Nathan Kell:

Blue French soldiers are by Duke Surak'nar, and the reason was (IIRC?) homage to Sea Dogs's blue-uniformed French.
 
i did hear an NPC say 'sirus his name was, and fought like the devil he did' once.
 
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