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Confirmed Bug Susan Shaypen & Annabella Brinkley dialogs

VanessaHudgensFan

Freebooter
Banned
Another one, a little buggy thing :razz

In the Jack Sparrow storyline if you choose to NOT help Susan Shaypen at Gray Rock Bay and go to Nevis and choose there on the quay to join forces with here and you are talking another time to her the same dialog apprears so it means you can still kill her and I don't think this is supposed to happen is it?

But that's not all I'm afraid. After visited Skull in his house and going outside again the same thing happens to Annabella Brinkley and also for Susan Shaypen again. If you talk to Susan Shaypen there and go back into Skulls house Skull repeats his last dialog and if you go outside again Annabella Brinkley does the same and this can happen about a hundred times.

And this problem is there too after meet Susan Shaypen for the last time on the Spreightstown jetty, talk again same dialog. Maybe we can fix this too before posting my files @Levis, then the JS storyline has a great update doesn't it ;)

And oh yeah, after this quest you can't talk to Skull anymore, not that you have to but its supposed you can right?
 
Its to long ago I played this storyline so I dont know exactly what happens and what should happen.
Could you try to explain it more clear (maybe with screenshot) or pieces of text so I know what the problem is.
 
Its to long ago I played this storyline so I dont know exactly what happens and what should happen.
Could you try to explain it more clear (maybe with screenshot) or pieces of text so I know what the problem is.

If you give me some tips I'll try fixing this bug ;)

Better explanation mmmm, I'll try:

When you go to Nevis on the quay Susan Shaypen talks to you: Dialog with the choice to join her or to kill her (knock her out)
If you choose to join here she will be a passenger.
If you talk to her again: Same dialog apprears with the dialog to join or kill her but she has already joined.

Same happens later in the game with her and Annabella Brinkley

PS: I have changed the label of this thread to: Fix in progress :)
 
The problem should then be in the current node that is set.
Try using Trace or Logit to see which node is set and why that one is set.
 
The problem should then be in the current node that is set.
Try using Trace or Logit to see which node is set and why that one is set.

Not an easy one this one.... I can't find the quest case with Skull etc. Only the ones with Bootstrap and he isn't in the way I always choose. I was looking in the locations with QC_Port and I have find something but I have no idea if this is the right case because Skull, Brinkley and the Brin sisters aren't mentioned there, are you sure this is a easy bug to fix?

Code:
        case "free_again_in_Greenford":
            DisableFastTravel(false);
            LAi_SetPlayerType(pchar);
            if(AUTO_SKILL_SYSTEM)
            {
                AddPartyExpChar(pchar, "Leadership", 1500);
                AddPartyExpChar(pchar, "Sneak", 50);
            }
            else { AddPartyExp(pchar, 1500); }
            pchar.quest.Susan_Shaypen_Quests = "Shaypen_with_Boat";

            Locations[FindLocation("Oxbay_port")].reload.l1.disable = 0; //added for rouge "gates locked" condition

            Pchar.quest.Looking_for_sisters.win_condition.l1 = "location";
            PChar.quest.Looking_for_sisters.win_condition.l1.character = Pchar.id;
            Pchar.quest.Looking_for_sisters.win_condition.l1.location = "QC_port";
            Pchar.quest.Looking_for_sisters.win_condition = "Looking_for_sisters";
// ABOVE JOINS BACK TO BRIN QUEST    ^^^^^^^^^^
            Pchar.quest.Jack_Sparrow_Quest.win_condition.l1 = "location";
            PChar.quest.Jack_Sparrow_Quest.win_condition.l1.character = Pchar.id;
            Pchar.quest.Jack_Sparrow_Quest.win_condition.l1.location = "Oxbay_town";
            Pchar.quest.Jack_Sparrow_Quest.win_condition = "Jack_Sparrow_Quest";
// ABOVE JOINS ORIGINAL JACK SPARROW QUEST    ^^^^^^^^^^
            AddQuestRecord("Mystery Woman",3);
 
This looks to be the end of the quest.
I dont have time to look at this much now. Try looking for it and see whats happening. Often searching on their names helps a lot.
 
Yeah now I think I've got somewhere :)

Think these are the lines with the dialogs that are resetted again

Code:
            Characters[GetCharacterIndex("Susan Shaypen")].dialog.currentnode = "Found_Shaypen";
            }else{
            Characters[GetCharacterIndex("Susan Shaypen")].dialog.currentnode = "Susan_on_QC_Dock";
            }

Code:
            Characters[GetCharacterIndex("Susan Shaypen")].dialog.currentnode = "What_are_you_up_to";

Code:
            Characters[GetCharacterIndex("Annabella Brinkley")].dialog.currentnode = "To_sea_to_sea";

Also where can I find those dialog files?
 
they are in the dialogs folder in the storyline
 
they are in the dialogs folder in the storyline

PROGRAM/Storyline/JackSparrow/dialogs?

Ah you mean the dialog.c's, now I'll get it ;)

Here is the thing the problem is something:

Code:
        case "Found_Shaypen":
            Change_Mood("angry");
            dialog.snd = "Voice\ARSI\ARSI003";
            dialog.text = DLG_TEXT[39] + GetMyName(Pchar) + DLG_TEXT[50];
            link.l1 = DLG_TEXT[51];
            link.l1.go = "Found_Shaypen2";
        break;

        case "Found_Shaypen2":
            dialog.snd = "Voice\ARSI\ARSI003";
            dialog.text = DLG_TEXT[52];   
            link.l1 = DLG_TEXT[53];
            link.l1.go = "Found_Shaypen3";
            link.l2 = DLG_TEXT[96];
            link.l2.go = "become_partners";
        break;

        case "Found_Shaypen3":
            dialog.snd = "Voice\ARSI\ARSI003";
            dialog.text = DLG_TEXT[54];
            link.l1 = DLG_TEXT[47];
            link.l1.go = "Found_Shaypen4";
        break;

        case "Found_Shaypen4":
            dialog.snd = "Voice\ARSI\ARSI003";
            dialog.text = DLG_TEXT[48];
            link.l1 = DLG_TEXT[49];
            link.l1.go = "Exit_Susan_on_QC";
        break;

        case "become_partners":
            Change_Mood("normal");
            dialog.snd = "Voice\ARSI\ARSI003";
            dialog.text = DLG_TEXT[56];
            link.l1 = DLG_TEXT[57];
            link.l1.go = "become_partners2";
        break;

        case "become_partners2":
            dialog.snd = "Voice\ARSI\ARSI003";
            dialog.text = DLG_TEXT[58];
            link.l1 = DLG_TEXT[59];
            link.l1.go = "Exit_become_partners";
        break;

What do I need to change in it to delete those dialog resets?
 
Last edited:
Please tell me theire dialog texts.
So what are they saying when and what should they say (or shouldn't).
I can't find anything which looks wrong in the code when I take a look at it quickly, and I still don't understand what the problem is...
 
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