Yes, that's a good idea. I'll move a copy to WoodesRogers in my next upload.
Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!
Quick links for Beyond New Horizons
- Download latest version
- Wiki
- FAQ
- Report bugs here
- Bug Tracker on Github
Quick links for Maelstrom
- Download the latest version of Maelstrom
- Download the latest version of ERAS II
- Download the latest version of New Horizons on Maelstrom
Quick links for PotC: New Horizons
- Download latest version
- Wiki
- FAQ
- Report bugs here
Thanks to YOUR votes, GOG.com now sells:
- Sea Dogs
- Sea Dogs: Caribbean Tales
- Sea Dogs: City of Abandoned Ships
Vote now to add Pirates of the Caribbean to the list!
Quick links for AoP2: Gentlemen of Fortune 2
- Downloads and info
- ModDB Profile
- Forums Archive
A Pirate Podcast with Interviews
Music, Comedy and all things Pirate!
- Episode Guide - About - Subscribe -
- Twitter - Facebook - iTunes - Android -
- Youtube - Fill the Coffers -
Stores[ORANJESTAD_STORE].Island = "Aruba";
Stores[ORANJESTAD_STORE].group = "Oranjestad";
Stores[ORANJESTAD_STORE].owner = "Cornelis Huijser";
Stores[ORANJESTAD_STORE].dockyard = "Abraham Hollander";
Stores[ORANJESTAD_STORE].tavern = "Johannes Harlekeyn"; // KK
Stores[ORANJESTAD_STORE].usurer = "Oranjestad Usurer"; // KK
Stores[ORANJESTAD_STORE].taylor = "Jan Thijs"; // KK
STORE_QUANTITY++;
Stores[BUCCANEERS_CAMP_STORE].Island = "Hispaniola";
Stores[BUCCANEERS_CAMP_STORE].group = "Buccaneers Camp";
Stores[BUCCANEERS_CAMP_STORE].tavern = "Florentin Destot"; // KK
STORE_QUANTITY++;
link.l1 = XI_ConvertString("quest_map");
link.l1.go = "exit_map";
link.l2 = DLG_TEXT[18];
link.l2.go = "exit_trade";
link.l3 = DLG_TEXT[19];
link.l3.go = "exit";
switch(store_type)
{
case 1:
dialog.snd = "Voice\EMRI\EMRI010";
dialog.text = DLG_TEXT[15] + sNation + DLG_TEXT[16] + pchar.quest.generate_trade_quest_progress.iMoney + DLG_TEXT[17];
break;
case 2:
dialog.text = DLG_TEXT[15] + sNation + DLG_TEXT[16] + pchar.quest.generate_trade_quest_progress.iMoney + DLG_TEXT[35];
break;
case 3:
dialog.text = DLG_TEXT[15] + sNation + DLG_TEXT[16] + pchar.quest.generate_trade_quest_progress.iMoney + DLG_TEXT[35];
break;
case 4:
dialog.text = DLG_TEXT[15] + sNation + DLG_TEXT[16] + pchar.quest.generate_trade_quest_progress.iMoney + DLG_TEXT[46];
break;
case 5:
dialog.snd = "Voice\EMRI\EMRI010";
dialog.text = DLG_TEXT[15] + sNation + DLG_TEXT[16] + pchar.quest.generate_trade_quest_progress.iMoney + DLG_TEXT[17];
break;
case 6:
dialog.snd = "Voice\GHDA\GHDA010";
dialog.text = DLG_TEXT[15] + sNation + DLG_TEXT[16] + pchar.quest.generate_trade_quest_progress.iMoney + DLG_TEXT[17];
break;
case 7:
dialog.snd = "Voice\EMRI\EMRI010";
dialog.text = DLG_TEXT[15] + sNation + DLG_TEXT[16] + pchar.quest.generate_trade_quest_progress.iMoney + DLG_TEXT[17];
break;
case 8:
dialog.text = DLG_TEXT[15] + sNation + DLG_TEXT[16] + pchar.quest.generate_trade_quest_progress.iMoney + DLG_TEXT[35];
break;
case 9:
dialog.snd = "Voice\ARMA\ARMA048";
dialog.text = DLG_TEXT[15] + sNation + DLG_TEXT[16] + pchar.quest.generate_trade_quest_progress.iMoney + DLG_TEXT[17];
break;
case 10:
dialog.snd = "Voice\EMRI\EMRI010";
dialog.text = DLG_TEXT[15] + sNation + DLG_TEXT[16] + pchar.quest.generate_trade_quest_progress.iMoney + DLG_TEXT[17];
break;
case 11:
dialog.snd = "Voice\EMRI\EMRI010";
dialog.text = DLG_TEXT[15] + sNation + DLG_TEXT[16] + pchar.quest.generate_trade_quest_progress.iMoney + DLG_TEXT[17];
break;
case 12:
dialog.snd = "Voice\EMRI\EMRI010";
dialog.text = DLG_TEXT[71] + sNation + DLG_TEXT[72] + pchar.quest.generate_trade_quest_progress.iMoney + DLG_TEXT[73];
link.l2 = DLG_TEXT[74];
link.l2.go = "exit_trade";
link.l3 = DLG_TEXT[75];
link.l3.go = "exit";
break;
dialog.snd = "Voice\EMRI\EMRI010";
dialog.text = DLG_TEXT[15] + sNation + DLG_TEXT[16] + pchar.quest.generate_trade_quest_progress.iMoney + DLG_TEXT[17];
}
Ouch! That'll be a headache!!Antigua victualler
Maybe a temporary dialog swap with a mostly dysfunctional file would work?Alan Milds has almost entirely his own special lines. His quest speciality isn't a sidequest; rather, during the occupation of Speightstown, he must not offer a standard delivery quest.
Or one of those many side quests that were never finished?Back to Arnaud Matton, and that unused quest to deliver "cacao" - probably chocolate in the current game. I wonder if that was part of the original plan to have a different story for Danielle?
Ah. Right.The temporary dialog swap would only complicate things even more!
If the purpose of gathering all the trade and delivery quest dialog into one common file was to make things easier for modding, I don't think it's succeeded.
AH! YOU FOUND IT!There's another clue about why a delivery quest fails.
Indeed you have to already know it's there before being able to use it. And it IS quite hidden.So it wouldn't be surprising if others haven't seen it either.
Very; VERY nice!I've updated all the storekeeper dialogs. All the lines where they refuse to give you a quest "at least, not as long as you're sinking Spanish ships" (or whatever nation applies to the storekeeper) now have the nation name replaced by a preprocessed variable, while a couple more lines are added to allow the storekeeper to remind you what you're supposed to be delivering.
It's hidden, and I've been doing delivery quests for years without needing it. If I need a reminder of what I'm supposed to be delivering, it's in the questbook.Indeed you have to already know it's there before being able to use it. And it IS quite hidden.
It is also potentially quite useful though. Could you think of a way to make the existence of that feature more obvious to players?
I am not going through the whole lot a third time! What you see is what you're getting, unless you want to change all the dialogs to show the missing amount.Very; VERY nice!
The only other thing I could think of is to mention in dialog the amount that is missing.
Since the interface already does that too, it should be possible.
Alternatively, perhaps your new dialog could be used as the hint for players to start using that interface feature.
Fair enough.I am not going through the whole lot a third time! What you see is what you're getting, unless you want to change all the dialogs to show the missing amount.
Easy? Yes.If it's that easy, the zip file contains all the dialog files - go ahead.
Otherwise, the questbook update tells you that something has happened to the questbook. There you'll get a permanent reminder of what you're supposed to delivering, in addition to the reminder from the dialog. If you can't figure out that the "Cargo" interface might be a good place to find out what cargo you have now, a further subtle reminder in the dialog probably isn't going to help.
Something. Anything. Doesn't really matter, does it?What I want to do next is decide on something more appropriate for Thomas O'Reily to send to Arnaud Matton. Right now, he gives you 200 silk. You sell it straight back to him, at import price. You go to Arnaud Matton and buy 200 silk from him, at export price. You give him his silk back. Then you buy it again, return to Port Royale, and sell it to Thomas O'Reily at import price. I'm open to suggestions for a more suitable cargo. The only requirements are that it should be either an export from Port Royale, an import at St. Pierre, or preferably both; and that it's not contraband at either end because this is supposed to be an honest cargo run, you get to do smuggling in the next mission.