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case "continue3":
AddQuestrecord("nigel", 25);
Preprocessor_Add("sir", GetMyAddressForm(NPChar, PChar, ADDR_POLITE, false, false)); // DeathDaisy
dialog.text = DLG_TEXT[8];
link.l1 = DLG_TEXT[9];
link.l1.go = "exit";
// characters[GetCharacterIndex("Lambrecht Fobes")].dialog.currentnode = "continue";
pchar.quest.nigel_away_for_ship = "talk_with_clauss";
npchar.location = "none";
break;
case "quests":
iTest = 0;
Dialog.snd = "voice\PEBL\PEBL006";
Dialog.text = DLG_TEXT[19];
if (CheckAttribute(pchar, "quest.generate_trade_quest_progress.iQuantityGoods")) // LDH was quest.quest.generate, fixed 01Jan09
{
int iQuantityShipGoods = sti(pchar.quest.generate_trade_quest_progress.iQuantityGoods);
int iQuestTradeGoods = sti(pchar.quest.generate_trade_quest_progress.iTradeGoods);
}
if (CheckQuestAttribute("generate_trade_quest_progress", "begin") || CheckQuestAttribute("generate_trade_quest_progress", "failed"))
{
if (pchar.quest.generate_trade_quest_progress.iTradeColony == GetCurrentTownID() && CheckAttribute(PChar, "quest.generate_trade_quest_progress.iTradeExp"))
{
link.l1 = DLG_TEXT[34];
if (GetSquadronGoods(pchar, iQuestTradeGoods) >= iQuantityShipGoods)
{
link.l1.go = "generate_quest_2";
}
else
{
link.l1.go = "cargo_missing";
}
}
}
else
{
if (!CheckQuestAttribute("generate_trade_quest_progress", "begin"))
{
link.l1 = DLG_TEXT[35];
link.l1.go = "generate_quest";
}
}
if (CheckQuestAttribute("nigel_away_for_ship", "talk_with_clauss"))
{
link.l2 = DLG_TEXT[21];
link.l2.go = "clauss";
}
link.l99 = DLG_TEXT[36];
Link.l99.go = "exit";
break;
pchar.quest.nigel_away_for_ship = "talk_with_clauss";
if (CheckQuestAttribute("nigel_away_for_ship", "talk_with_clauss"))
{
link.l2 = DLG_TEXT[21];
link.l2.go = "clauss";
}
//if (CheckQuestAttribute("nigel_away_for_ship", "talk_with_clauss"))
//{
link.l2 = DLG_TEXT[21];
link.l2.go = "clauss";
//}
Mod Release - Build 14 Beta [Last Update: 2 November 2018]
... including the Extra Fix Archive. Until recently, "Nigel Blythe" was fatally bugged in NH. Someone replaced Peter Blowhorn, the storekeeper in Nevis / Quebradas Costillas store, with Kate Blowhorn, and forgot to put the stuff about Clauss into "Kate Blowhorn_dialog.c". So you followed Blythe as far as Nevis and talked to Kate Blowhorn, who had nothing to say about Florens Clauss, and the quest broke. The fix for that is in the archive. Also, NH took pretty much the opposite approach to the way that Clauss originally started off in Quebradas Costillas and then suddenly shifted to Douwesen. You moved the whole thing to Douwesen, whereas NH kept him in Nevis - when you've paid Clauss' bill, he appears in the tavern. But the code for Kralendijk / Douwesen shipyard was still there, so if you went to the shipyard after meeting Clauss on Nevis, weirdness happened - that's fixed as well. I didn't do anything to the definition for Florens Clauss, being more concerned with fixing the quest to the point where you could actually play it to completion. But looking at the definition in "PROGRAM\Characters\init\Officers.c", it appears that he's been made a boatswain, with skills and abilities to match.
@Grey Roger mentioned he fixed it back in 2018, so indeed it should be OK in the latest versions:Can I presume that this bug has been fixed in the latest version?
I don't think so.Is August 2nd update save compatible with the Apr, 2020 one?
That's indeed not a bug.Kate won't talk to me. Maybe because I at -91 relations with Pirate? It just says "I don't want to do business with you, I will call guard." I guess this is not the bug, correct?
Behaving like a pirate at sea will also do it.Btw, how do I improve relations with pirate. There isn't a governor to pay.
It could do. Many characters don't show up at night.Not sure the time of the day has anything to do with it.