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Trapped in tavern when meeting Danielle for the 1st time

KingLouisII

Sailor Apprentice
Storm Modder
After being told by the governor to wait in the tavern before the invasion of Oxbay, and being confronted by the cursed pirates, I enter the tavern and find Danielle. When I try to talk to her she says something like "this is getting dangerous" and the only response is "...". Now I'm trapped in the tavern with no evident recourse to get out. I haven't played this for a while, am I missing smething? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
Uh. That is weird. What mods are you using? Build 12? Post Build 12? If you use the Post Build 12 mods, can you please tell me the date in "Post Build 12 Version.txt"?
 
The exact same thing happened to me. The cursed pirates had scared some of the people in the tavern so i could not talk to them, and i was locked in.

My solution was to load an earlyer save, talk to the cursed pirates, then go to another area of redmond (church or port) then go to the tavern later. that did the trick for me.
 
I'm using the post build 12 mod. I tried to revert to an earlier save and went to another island before going in. When I returned the same thing happened. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
To fix this problem you must open file danielle_dialog.c and add a semicolons (";") to the end of two lines: 1598 and 1633. Unfortunately, I'm showing a tendency to make stupid typos.

I'll send that to Peter Boelen and also attach this file here when I make sure that it works correctly.

pirate_kk
 
OK, I added the semicolon to the end of the line. Now Danielle says that it can't find her dialog.
 
Ahoy everybody!

I have the same problem. I think the trouble starts already when you come out of the governeur's house.
The 2 pirates start attacking Nathaniel and won't stop until you've reached a certain point in front of the door. Then they stop and then the dialog starts. When I then enter the Tavern and speak to Danielle.....Dialog not found.

Oh and by the way while we are talking about bugs, a bit earlier when you have to escape from Oxbay with the 2 disguised french soldiers, Nathaniel is killed immediately when he enters the port and follows the 2 to the ship.

You can evade this when you follow them to the port, then immediately re-enter the town again and then run to the port again. A bit strange, isn't it?
(I have the newest Build version installed, with the 238MB update and the small fix on top.)

Beside these small bugs it's an awesome mod! You all are doing a great job!
SKULL(y)76
 
<!--quoteo(post=138965:date=Feb 7 2006, 01:03 PM:name=SKULL(y)76)--><div class='quotetop'>QUOTE(SKULL(y)76 @ Feb 7 2006, 01:03 PM) [snapback]138965[/snapback]</div><div class='quotemain'><!--quotec-->Oh and by the way while we are talking about bugs, a bit earlier when you have to escape from Oxbay with the 2 disguised french soldiers, Nathaniel is killed immediately when he enters the port and follows the 2 to the ship.<!--QuoteEnd--></div><!--QuoteEEnd-->

I have spent two last days trying to figure out what the problem is and found out that it's connected with CCC's Building Set - simply French guards have support from those buildings. That's why Nathaniel is killed immediately in an explosion. Yesterday evening I finally managed to fix it, but I must consult this with CCC, because I don't want to broke his code. BTW, I thought that only I have this problem.

And about Danielle in tavern - whenever I enter a tavern she and Ralph engage in swordfight with some thugs and when she wins she doesn't want to speak with Nathaniel at all - doesn't even informs about errors loading dialog. Weird.

I'll check Danielle dialog once again.

pirate_kk
 
The semicolon must be added also at the end of line 1631 of danielle_dialog.c.

pirate_kk
 
That is wierd. When I go in there is only us and the barkeep. No fighting, patrons, or waitresses. If you figure it out let us know. I'm just going to start the game over again til then. Thanks. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Yes, I have the same situation like "BIGdaddyLOU". When I enter the Tavern there's only Danielle, Ralph, the barkeeper and Nathaniel. No fight, no pirates on the tables, even not upstairs. Nothing! I even can't leave the Tavern anymore. It's locked.

SKULL(y)76

PS: Added both semicolons, but that didn't change anything.
 
I have finally fixed the danielle_dialog.c file. There were total 4 syntax errors. But now it's tested and it works.

Because upload failed, I'll describe all changes which must be done:

File 'danielle_dialog.c':
1) line 30: from
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->for(int cc = 1; cc < 4; cc++) {<!--c2--></div><!--ec2-->
to
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->for(cc = 1; cc < 4; cc++) {<!--c2--></div><!--ec2-->
(delete 'int')
2) line 43: from
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->d.Text = "Very well, I'll tell the crew to hoist " + tstr + " colors.";<!--c2--></div><!--ec2-->
to
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Dialog.Text = "Very well, I'll tell the crew to hoist " + tstr + " colors.";<!--c2--></div><!--ec2-->
(change 'd' to 'Dialog')
3) line 1598: from
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Link.l1 = "Leave my own colors."<!--c2--></div><!--ec2-->
to
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Link.l1 = "Leave my own colors.";<!--c2--></div><!--ec2-->
(add semicolon)
4) line 1633: from
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Link.(tempstr) = "My own colors."<!--c2--></div><!--ec2-->
to
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Link.(tempstr) = "My own colors.";<!--c2--></div><!--ec2-->
(add semicolon)

That's all

I'm sorry for causing trouble.

pirate_kk
 
Ummmmmp!!! Sorry, I hate to ask stupid questions but.....attached???.....Where??? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

SKULL(y)76

PS: Thanks for the description pirate_kk! It works!

Since your upload didn't work, I have made the corrections and upped the file to Rapidshare.
I hope you don't mind. If you want me to remove the file again, just tell me.

<a href="http://rapidshare.de/files/12745994/danielle_dialog.c.html" target="_blank">Corrected Dialog File for Danielle</a>
 
<!--quoteo(post=138966:date=Feb 7 2006, 01:45 PM:name=pirate_kk)--><div class='quotetop'>QUOTE(pirate_kk @ Feb 7 2006, 01:45 PM) [snapback]138966[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=138965:date=Feb 7 2006, 01:03 PM:name=SKULL(y)76)--><div class='quotetop'>QUOTE(SKULL(y)76 @ Feb 7 2006, 01:03 PM) [snapback]138965[/snapback]</div><div class='quotemain'><!--quotec-->
Oh and by the way while we are talking about bugs, a bit earlier when you have to escape from Oxbay with the 2 disguised french soldiers, Nathaniel is killed immediately when he enters the port and follows the 2 to the ship.<!--QuoteEnd--></div><!--QuoteEEnd-->

I have spent two last days trying to figure out what the problem is and found out that it's connected with CCC's Building Set - simply French guards have support from those buildings. That's why Nathaniel is killed immediately in an explosion. Yesterday evening I finally managed to fix it, but I must consult this with CCC, because I don't want to broke his code. BTW, I thought that only I have this problem.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh, do the cannon in the new fortification fire on the frogs? Sorry for that.
Thanks a lot for your consultation, KK <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> The problem here is not that the building AI is wrong but that I forgot to take this quest situation into account. The Buildings with cannon ARE supposed to fire on hostile characters, and sometimes that actually should be the player, so we shouldn't exempt LAI_GROUP_PLAYER from becoming a target.
What I did wrong is to place those armed building characters into a situation where they become hostile to the player. One could give those buildingcharacters another AI group to solve this particular problem (if you set them to LAI_GROUP_PLAYER like
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Build_at("Oxbay_port", "bastion", "cannon", -35.0, 4.9, 50.0, 1.2, "LAI_GROUP_PLAYER");<!--c2--></div><!--ec2-->
they would fight FOR the player. But that could still harm the player if he gets caught in friendly fire, or mess up some other quest.

The safest solution is IMHO if we remove the cannon from the port completely. I put them there only as a showcase for the Buildingset anyway.

You can delete the cannon by talking to the worker beside the boatshack and mentioning an earthquake.

A permanent solution would be to open program\reinit.c , find this section:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        Build_at("Oxbay_port", "bastion", "cannon", -35.0, 4.9, 50.0, 1.2, "");
        Build_at("Oxbay_port", "bastion", "", -35.0, 3.2, 50.0, 1.2, "");
        Build_at("Oxbay_port", "keep", "", -30.0, 13.0, 26.0, 1.7, "");
        Build_at("Oxbay_port", "fence", "cannon", 21.3, 10.5, 45.4, 0.0, "");
        Build_at("Oxbay_port", "keep", "", 60.0, 0.5, 80.0, -2.8, "");
        Build_at("Oxbay_port", "observatory", "", 55.0, 18.0, 49.2, 1.3, "");
        Build_at("Oxbay_port", "mansion", "", 12.3, 6.3, 25.4, 0.27, "");
        Build_at("Oxbay_port", "workshop", "cannon", -3.5, 2.0, 52.2, 2.1, "");<!--c2--></div><!--ec2-->and replace all "cannon" with "" . Or delete the whole section so that no new buildings appear there at all.
 
Would it be possible to add the cannons to their own AI group? Then only if you attack another building/cannon, will they attack. Or maybe the cannon should be added to the citizen group, but not the French guard group? I'm just suggesting things here. I don't know if it would work.

Request about the new islands mod: Could you add some hireable officers to the new islands that use Daede's specific officer skins? I'd like to be able to hire a carpenter using Daede's character skin, etc. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=139041:date=Feb 8 2006, 10:17 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Feb 8 2006, 10:17 AM) [snapback]139041[/snapback]</div><div class='quotemain'><!--quotec-->The safest solution is IMHO if we remove the cannon from the port completely. I put them there only as a showcase for the Buildingset anyway.

You can delete the cannon by talking to the worker beside the boatshack and mentioning an earthquake.

A permanent solution would be to open program\reinit.c , find this section:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        Build_at("Oxbay_port", "bastion", "cannon", -35.0, 4.9, 50.0, 1.2, "");
        Build_at("Oxbay_port", "bastion", "", -35.0, 3.2, 50.0, 1.2, "");
        Build_at("Oxbay_port", "keep", "", -30.0, 13.0, 26.0, 1.7, "");
        Build_at("Oxbay_port", "fence", "cannon", 21.3, 10.5, 45.4, 0.0, "");
        Build_at("Oxbay_port", "keep", "", 60.0, 0.5, 80.0, -2.8, "");
        Build_at("Oxbay_port", "observatory", "", 55.0, 18.0, 49.2, 1.3, "");
        Build_at("Oxbay_port", "mansion", "", 12.3, 6.3, 25.4, 0.27, "");
        Build_at("Oxbay_port", "workshop", "cannon", -3.5, 2.0, 52.2, 2.1, "");<!--c2--></div><!--ec2-->and replace all "cannon" with "" . Or delete the whole section so that no new buildings appear there at all.<!--QuoteEnd--></div><!--QuoteEEnd-->

I wonder if other solution would be possible: leave cannon at the start for demonstration purposes, but after French invasion remove them? If there is a possibility to make a "quake" only for structures with cannons and after that recreate them without cannons. The proper place to make this change would be in QUESTS\quests_reaction.c in entry "Story_MapLoadAfterleavingOxbay" (line 767), I think.

pirate_kk
 
Like a character a building CAN be assigned to any LAi group. But given the trouble we often have with the grouprelations KK's solution might be safer.

Just let me know what you prefer and I'll post the code.

RE Daede officers on new islands, I'll do that.
 
The code for KK's idea would be (in quests_reaction.c )
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        case "Story_leavingOxbay":
            ref port = &Locations[FindLocation("Oxbay_port")];    // ccc Feb06
            if(CheckAttribute(port,"building") ) DeleteAttribute(port,"building");    // ccc Feb06

            ChangeCharacterAddress(characterFromID("Guy Gilroy"), "none", ""); // NK 05-07-20<!--c2--></div><!--ec2-->and for Pieter's idea in reinit.c :
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        Build_at("Oxbay_port", "bastion", "cannon", -35.0, 4.9, 50.0, 1.2, "building");
        Build_at("Oxbay_port", "bastion", "", -35.0, 3.2, 50.0, 1.2, "building");
        Build_at("Oxbay_port", "keep", "", -30.0, 13.0, 26.0, 1.7, "building");
        Build_at("Oxbay_port", "fence", "cannon", 21.3, 10.5, 45.4, 0.0, "building");
        Build_at("Oxbay_port", "keep", "", 60.0, 0.5, 80.0, -2.8, "building");
        Build_at("Oxbay_port", "observatory", "", 55.0, 18.0, 49.2, 1.3, "building");
        Build_at("Oxbay_port", "mansion", "", 12.3, 6.3, 25.4, 0.27, "building");
        Build_at("Oxbay_port", "workshop", "cannon", -3.5, 2.0, 52.2, 2.1, "building");<!--c2--></div><!--ec2-->Pick your choice <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Question to all: What solution would you prefer? I don't know which one would be best... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Seems like nobody cares whatever we do <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> Then let's take KK's solution and delete the buildings after the initial show. We can use the buildingset in the NEW locations, let's leave the old ones alone.
 
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