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Annoying issue with storylines

Armada

Sea Dog
Staff member
Administrator
Project Manager
3D Artist
Storm Modder
Hello again,

I've recently come across another problem:
I have just got to the point in the standard storyline where, in the main quest, I have to find Danielle on Puerto Rico.
So I sailed to the port, and when I tried fast-travelling to port, the loading screen appeared, then the one for the church, and then it crashed.
I then re-started and went to the church via Oyster Beach, only to find the wrong priest (the one from the Mefisto quest, when the normal one is kidnapped).
It got me thinking that something was wrong- and sure enough, I found the poor guy still locked up in the Animists' lair! :?
Even when I talk to him about freeing him, I still can't get the storyline to continue, as the game still crashes when loading the port and then the church.

I have realised that, during the Mefisto quest, I remember trying to find the priest in the prison before attacking the ship, but he wasn't there.
I assumed he had already been set free, but clearly not.

I have had similar instances throughout all the storylines I have tried, whereby sometimes a character who must talk to you (or walk up to you automatically to do so) is either not there, or does not move.
However, they will normally do the right action once I re-load my savegame and try again, which is very annoying, since I have to save every 5 minutes!

I have to say this was worse in the Hornblower storyline (which I eventually managed to complete), but now my standard storyline appears to have been mucked up. :modding

Any ideas what is happening (or not happening)??
 
I have seen before that certain quest triggers that are correctly coded will refuse to work until you reload a savegame.
Haven't the FOGGIEST why that is. It seems to have gotten worse in Build 14 Beta 1 Patch 1, if I understand Captain Maggee correctly. :modding

As for the crashes, do you have any log files for that? Error.log or system.log?
 
The animists lair priest works for the quest that is similar for Jack Sparrow, not sure if I fixed the standard one up though :facepalm
 
OK I've found the system.log file for when it crashes at the church loading screen:

Scanning modules\
Loading modules...
Loaded 0
Reset...
Initializing CORE...
Creating atoms space: 128
done
initializing complete
Initializing DirectX 8
Techniques: 9 shaders compiled.
Techniques: 180 techniques compiled.
Techniques: compiled by 107374657 ticks.
BeginScene
The method call is invalid For example, a method's parameter may have an invalid value
Can't load texture resource\textures\SHIPS\NEPTUNEHEAD COPY.TGA.tx
Can't load texture resource\textures\SHIPS\LIONLADIE1.TGA.tx
Can't load texture resource\textures\SHIPS\LADY-1.TGA.tx
Bad rope data for rope: (rope num = 14) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 367851396
Bad rope data for rope: (rope num = 13) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 367851396
Bad rope data for rope: (rope num = 91) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 368160724
Bad rope data for rope: (rope num = 61) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 368160724
Bad rope data for rope: (rope num = 71) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 368160724
Bad rope data for rope: (rope num = 711) (begin group=-1, end group=0)
Begin pointer = 368182988? end pointer = 0
Bad rope data for rope: (rope num = 8) (begin group=-1, end group=0)
Begin pointer = 369192476? end pointer = 0
Bad rope data for rope: (rope num = 18) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 369442572
Bad rope data for rope: (rope num = 19) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 369442572
Bad rope data for rope: (rope num = 20) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 369442572
Bad rope data for rope: (rope num = 21) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 369442572
Island Set
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\SHIPS\NEPTUNEHEAD COPY.TGA.tx
Bad rope data for rope: (rope num = 14) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 371138324
Bad rope data for rope: (rope num = 13) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 371138324
Bad rope data for rope: (rope num = 91) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 366056020
Bad rope data for rope: (rope num = 61) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 366056020
Bad rope data for rope: (rope num = 71) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 366056020
Bad rope data for rope: (rope num = 711) (begin group=-1, end group=0)
Begin pointer = 351544580? end pointer = 0
Can't load texture resource\textures\SHIPS\LIONLADIE1.TGA.tx
Can't load texture resource\textures\SHIPS\LADY-1.TGA.tx
Bad rope data for rope: (rope num = 8) (begin group=-1, end group=0)
Begin pointer = 368281124? end pointer = 0
Bad rope data for rope: (rope num = 18) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 370443204
Bad rope data for rope: (rope num = 19) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 370443204
Bad rope data for rope: (rope num = 20) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 370443204
Bad rope data for rope: (rope num = 21) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 370443204
Can't load texture resource\textures\AMMO\CHECKER.TGA.tx
Can't load texture resource\textures\.tx

There's no error file though.
 
compile.log?
Sorry forgot that one. :facepalm

Gauging: StartGauging
Gauging: starting init
Gauging: interface
==> BuildSettings: Sets to default
==> BuildSettings: New settings applied
Gauging: load build settings
Gauging: periods
Gauging: nations
Gauging: preprocessor
Init encounters complete.
Gauging: enc
Gauging: cann
Gauging: ships
Gauging: islands
Init weathers complete. 0 weathers found.
Gauging: weather
Gauging: perks
InitModels: Total number of models: 571
Gauging: models
InitSounds (English): created 59 entries.
InitMusic: created 43 entries.
InitGreetings: created 257 entries.
InitTalks: created 20 entries.
Gauging: Aliases
Gauging: sound
Gauging: goods
Gauging: Storylines
Gauging: Profiles
Main_LogoVideo() 0
PauseAllSounds
proc_break_video()
ResumeAllSounds
Main_LogoVideo() -1
Gauging: initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: wdmap
Gauging: islands
Number of locations: 748
Gauging: locations
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Items initialization complete. Loaded 639 items.
Gauging: items
Gauging: char
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
Gauging: towns
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
Gauging: load options
InitSounds (English): created 59 entries.
InitMusic: created 43 entries.
InitGreetings: created 257 entries.
InitTalks: created 20 entries.
Gauging: Aliases
Gauging: infoshow
Gauging: initgame done
Init character names complete.
SETTING MUSIC: music_main_menu
Done loading
bool CreateParticleEntity()
SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 10
SEA: sealogin loading island IslaMuelle
Set temporary group OurGroup coords: x=-117.9, z=652.17, ay=-0.67499
Set temporary group tmpgrp_OurGroup_1 coords: x=-42.91, z=558.49, ay=-0.67425
Set temporary group CrIslaMuelle1 coords: x=929.4, z=1162.4, ay=2.1965
Set temporary group tmpgrp_CrIslaMuelle1_1 coords: x=832.11, z=1232.7, ay=2.1977
Set temporary group CrIslaMuelle3 coords: x=1691.8, z=1037.3, ay=1.5476
Set temporary group tmpgrp_CrIslaMuelle3_1 coords: x=1571.8, z=1013.3, ay=1.5475
Set temporary group CrIslaMuelle5 coords: x=1691.8, z=973.83, ay=1.5463
Set temporary group tmpgrp_CrIslaMuelle5_1 coords: x=1571.8, z=971.04, ay=1.5468
SEA: added ships
runaway
attack target=1148 -> CrIslaMuelle1
move to x=10000.0000000, z=10000.0000000
SEA: Set tasks
updated AISea
Seafoam done
Telescope initiated
SETTING MUSIC: music_spokplavanie
ResumeAllSounds
SEA: SeaLogin end
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
BattleInterface DoSetFlags: 0
procGetRiggingData: n=-2, chr.id=Blaze, ship.type=FR_Frigate, nation=-1, ShipFlagsQuantity=8, bShipWithoutPennants=0
CurrentFlag=1, ShipFlagsQuantity=8, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-2, chr.id=Blaze, ship.type=FR_Frigate, nation=-1, ShipFlagsQuantity=8, bShipWithoutPennants=0
CurrentFlag=2, ShipFlagsQuantity=8, FlagType=E
procGetRiggingData: n=-2, chr.id=Blaze, ship.type=FR_Frigate, nation=-1, ShipFlagsQuantity=8, bShipWithoutPennants=0
CurrentFlag=3, ShipFlagsQuantity=8, FlagType=E
procGetRiggingData: n=-2, chr.id=Blaze, ship.type=FR_Frigate, nation=-1, ShipFlagsQuantity=8, bShipWithoutPennants=0
CurrentFlag=4, ShipFlagsQuantity=8, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-3, chr.id=Blaze, ship.type=FR_Frigate, nation=-1, ShipFlagsQuantity=8, bShipWithoutPennants=0
CurrentFlag=5, ShipFlagsQuantity=8, FlagType=P
procGetRiggingData: n=-3, chr.id=Blaze, ship.type=FR_Frigate, nation=-1, ShipFlagsQuantity=8, bShipWithoutPennants=0
CurrentFlag=6, ShipFlagsQuantity=8, FlagType=E
FlagType==FLAG_ENSIGN && n == SHIP_PENNANT
procGetRiggingData: n=-3, chr.id=Blaze, ship.type=FR_Frigate, nation=-1, ShipFlagsQuantity=8, bShipWithoutPennants=0
CurrentFlag=7, ShipFlagsQuantity=8, FlagType=E
FlagType==FLAG_ENSIGN && n == SHIP_PENNANT
procGetRiggingData: n=-3, chr.id=Blaze, ship.type=FR_Frigate, nation=-1, ShipFlagsQuantity=8, bShipWithoutPennants=0
CurrentFlag=8, ShipFlagsQuantity=8, FlagType=P
BattleInterface DoSetFlags: 1
procGetRiggingData: n=-2, chr.id=Enc_Officer_0, ship.type=FastGalleon2, nation=-1, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=1, ShipFlagsQuantity=6, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-2, chr.id=Enc_Officer_0, ship.type=FastGalleon2, nation=-1, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=2, ShipFlagsQuantity=6, FlagType=E
procGetRiggingData: n=-2, chr.id=Enc_Officer_0, ship.type=FastGalleon2, nation=-1, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=3, ShipFlagsQuantity=6, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-3, chr.id=Enc_Officer_0, ship.type=FastGalleon2, nation=-1, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=4, ShipFlagsQuantity=6, FlagType=P
procGetRiggingData: n=-3, chr.id=Enc_Officer_0, ship.type=FastGalleon2, nation=-1, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=5, ShipFlagsQuantity=6, FlagType=E
FlagType==FLAG_ENSIGN && n == SHIP_PENNANT
procGetRiggingData: n=-3, chr.id=Enc_Officer_0, ship.type=FastGalleon2, nation=-1, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=6, ShipFlagsQuantity=6, FlagType=P
BattleInterface DoSetFlags: 2
procGetRiggingData: n=-2, chr.id=CrIslaMuelle1, ship.type=Fleut1, nation=2, ShipFlagsQuantity=8, bShipWithoutPennants=0
CurrentFlag=1, ShipFlagsQuantity=8, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-2, chr.id=CrIslaMuelle1, ship.type=Fleut1, nation=2, ShipFlagsQuantity=8, bShipWithoutPennants=0
CurrentFlag=2, ShipFlagsQuantity=8, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-2, chr.id=CrIslaMuelle1, ship.type=Fleut1, nation=2, ShipFlagsQuantity=8, bShipWithoutPennants=0
CurrentFlag=3, ShipFlagsQuantity=8, FlagType=E
procGetRiggingData: n=-2, chr.id=CrIslaMuelle1, ship.type=Fleut1, nation=2, ShipFlagsQuantity=8, bShipWithoutPennants=0
CurrentFlag=4, ShipFlagsQuantity=8, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-3, chr.id=CrIslaMuelle1, ship.type=Fleut1, nation=2, ShipFlagsQuantity=8, bShipWithoutPennants=0
CurrentFlag=5, ShipFlagsQuantity=8, FlagType=P
procGetRiggingData: n=-3, chr.id=CrIslaMuelle1, ship.type=Fleut1, nation=2, ShipFlagsQuantity=8, bShipWithoutPennants=0
CurrentFlag=6, ShipFlagsQuantity=8, FlagType=P
procGetRiggingData: n=-3, chr.id=CrIslaMuelle1, ship.type=Fleut1, nation=2, ShipFlagsQuantity=8, bShipWithoutPennants=0
CurrentFlag=7, ShipFlagsQuantity=8, FlagType=E
FlagType==FLAG_ENSIGN && n == SHIP_PENNANT
procGetRiggingData: n=-3, chr.id=CrIslaMuelle1, ship.type=Fleut1, nation=2, ShipFlagsQuantity=8, bShipWithoutPennants=0
CurrentFlag=8, ShipFlagsQuantity=8, FlagType=P
Sea_FirstInit done
BattleInterface DoSetFlags: 3
procGetRiggingData: n=-2, chr.id=CrIslaMuelle2, ship.type=LuggerCT, nation=2, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=1, ShipFlagsQuantity=4, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-2, chr.id=CrIslaMuelle2, ship.type=LuggerCT, nation=2, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=2, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-3, chr.id=CrIslaMuelle2, ship.type=LuggerCT, nation=2, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=3, ShipFlagsQuantity=4, FlagType=P
procGetRiggingData: n=-3, chr.id=CrIslaMuelle2, ship.type=LuggerCT, nation=2, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=4, ShipFlagsQuantity=4, FlagType=E
FlagType==FLAG_ENSIGN && n == SHIP_PENNANT
BattleInterface DoSetFlags: 4
procGetRiggingData: n=-2, chr.id=CrIslaMuelle3, ship.type=SloopofWar_50, nation=0, ShipFlagsQuantity=8, bShipWithoutPennants=0
CurrentFlag=1, ShipFlagsQuantity=8, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-2, chr.id=CrIslaMuelle3, ship.type=SloopofWar_50, nation=0, ShipFlagsQuantity=8, bShipWithoutPennants=0
CurrentFlag=2, ShipFlagsQuantity=8, FlagType=E
procGetRiggingData: n=-2, chr.id=CrIslaMuelle3, ship.type=SloopofWar_50, nation=0, ShipFlagsQuantity=8, bShipWithoutPennants=0
CurrentFlag=3, ShipFlagsQuantity=8, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-2, chr.id=CrIslaMuelle3, ship.type=SloopofWar_50, nation=0, ShipFlagsQuantity=8, bShipWithoutPennants=0
CurrentFlag=4, ShipFlagsQuantity=8, FlagType=E
procGetRiggingData: n=-3, chr.id=CrIslaMuelle3, ship.type=SloopofWar_50, nation=0, ShipFlagsQuantity=8, bShipWithoutPennants=0
CurrentFlag=5, ShipFlagsQuantity=8, FlagType=P
procGetRiggingData: n=-3, chr.id=CrIslaMuelle3, ship.type=SloopofWar_50, nation=0, ShipFlagsQuantity=8, bShipWithoutPennants=0
CurrentFlag=6, ShipFlagsQuantity=8, FlagType=E
FlagType==FLAG_ENSIGN && n == SHIP_PENNANT
procGetRiggingData: n=-3, chr.id=CrIslaMuelle3, ship.type=SloopofWar_50, nation=0, ShipFlagsQuantity=8, bShipWithoutPennants=0
CurrentFlag=7, ShipFlagsQuantity=8, FlagType=P
procGetRiggingData: n=-3, chr.id=CrIslaMuelle3, ship.type=SloopofWar_50, nation=0, ShipFlagsQuantity=8, bShipWithoutPennants=0
CurrentFlag=8, ShipFlagsQuantity=8, FlagType=E
FlagType==FLAG_ENSIGN && n == SHIP_PENNANT
BattleInterface DoSetFlags: 5
procGetRiggingData: n=-2, chr.id=CrIslaMuelle4, ship.type=Sloop1, nation=0, ShipFlagsQuantity=2, bShipWithoutPennants=0
CurrentFlag=1, ShipFlagsQuantity=2, FlagType=E
procGetRiggingData: n=-3, chr.id=CrIslaMuelle4, ship.type=Sloop1, nation=0, ShipFlagsQuantity=2, bShipWithoutPennants=0
CurrentFlag=2, ShipFlagsQuantity=2, FlagType=E
FlagType==FLAG_ENSIGN && n == SHIP_PENNANT
BattleInterface DoSetFlags: 6
SURR: for char CrIslaMuelle5 of ship San Fulgencio surrender chance is 0
procGetRiggingData: n=-2, chr.id=CrIslaMuelle5, ship.type=Schooner1, nation=2, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=1, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-2, chr.id=CrIslaMuelle5, ship.type=Schooner1, nation=2, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=2, ShipFlagsQuantity=4, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-3, chr.id=CrIslaMuelle5, ship.type=Schooner1, nation=2, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=3, ShipFlagsQuantity=4, FlagType=E
FlagType==FLAG_ENSIGN && n == SHIP_PENNANT
procGetRiggingData: n=-3, chr.id=CrIslaMuelle5, ship.type=Schooner1, nation=2, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=4, ShipFlagsQuantity=4, FlagType=P
BattleInterface DoSetFlags: 7
procGetRiggingData: n=-2, chr.id=CrIslaMuelle6, ship.type=Barqem1, nation=2, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=1, ShipFlagsQuantity=6, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-2, chr.id=CrIslaMuelle6, ship.type=Barqem1, nation=2, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=2, ShipFlagsQuantity=6, FlagType=E
procGetRiggingData: n=-2, chr.id=CrIslaMuelle6, ship.type=Barqem1, nation=2, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=3, ShipFlagsQuantity=6, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-3, chr.id=CrIslaMuelle6, ship.type=Barqem1, nation=2, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=4, ShipFlagsQuantity=6, FlagType=P
procGetRiggingData: n=-3, chr.id=CrIslaMuelle6, ship.type=Barqem1, nation=2, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=5, ShipFlagsQuantity=6, FlagType=E
FlagType==FLAG_ENSIGN && n == SHIP_PENNANT
procGetRiggingData: n=-3, chr.id=CrIslaMuelle6, ship.type=Barqem1, nation=2, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=6, ShipFlagsQuantity=6, FlagType=P
SETTING MUSIC: music_spokplavanie
ResumeAllSounds
fCrewDamage=1.5633
KB Tuning - Critical because bcannons
fCrewDamage=1.6772
fCrewDamage=0.7808
fCrewDamage=1.6296
KB Tuning - Critical because bcannons
fCrewDamage=0.59397
fCrewDamage=1.5696
fCrewDamage=0.59454
SURR: for char CrIslaMuelle6 of ship Esperanza surrender chance is 0
fCrewDamage=1.9727
KB Tuning - Critical because bcannons
fCrewDamage=0.8087
fCrewDamage=1.4582
fCrewDamage=1.4839
KB Tuning - Critical because bcannons
fCrewDamage=0.69041
fCrewDamage=0.56152
fCrewDamage=1.2174
KB Tuning - Critical because bcannons
fCrewDamage=0.56133
fCrewDamage=0.56124
fCrewDamage=1.4205
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 12
!gWeatherInit Whr_Generator() - Initialized
Whr_UpdateWeather finish weather update
Directsail aborted during sail to
fCrewDamage=1.3864
KB Tuning - Critical because bcannons
fCrewDamage=1.9005
SURR: for char CrIslaMuelle5 of ship San Fulgencio surrender chance is 0
fCrewDamage=2.0066
fCrewDamage=2.0075
fCrewDamage=2.0075
PauseAllSounds
PauseAllSounds
PauseAllSounds
ItemLogic: On load location ShipDeck2
ItemLogic: found 0 buttons
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 12, theHour = 12
Whr_UpdateWeather finish weather update
SETTING MUSIC: music_spokplavanie
ItemLogic: On unload location
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 12, theHour = 12
Whr_UpdateWeather finish weather update
Directsail aborted below decks
PauseAllSounds
locator_name = reload_1 lockedReloadLocator =
reload_cur_island_index = 2
reload_cur_location_index = -1
reload_island_index = -1
reload_location_index = 65
Start reload
PauseAllSounds
ReloadStartFade
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 12, theHour = 12
Bnd: 0, Vag: 1, Sk: 0, Mo: 0, Mu: 0
ItemLogic: On load location Muelle_port
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\bladeC11
locator_name = fakeReload lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 65
reload_island_index = -1
reload_location_index = 93
Start reload
Template <follow> -> path not found chr.id = Padre Domingues
LandInterface DoSetFlags: 0
procGetRiggingData: n=-2, chr.id=Blaze, ship.type=FR_Frigate, nation=-1, ShipFlagsQuantity=8, bShipWithoutPennants=0
CurrentFlag=1, ShipFlagsQuantity=8, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-2, chr.id=Blaze, ship.type=FR_Frigate, nation=-1, ShipFlagsQuantity=8, bShipWithoutPennants=0
CurrentFlag=2, ShipFlagsQuantity=8, FlagType=E
procGetRiggingData: n=-2, chr.id=Blaze, ship.type=FR_Frigate, nation=-1, ShipFlagsQuantity=8, bShipWithoutPennants=0
CurrentFlag=3, ShipFlagsQuantity=8, FlagType=E
procGetRiggingData: n=-2, chr.id=Blaze, ship.type=FR_Frigate, nation=-1, ShipFlagsQuantity=8, bShipWithoutPennants=0
CurrentFlag=4, ShipFlagsQuantity=8, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-3, chr.id=Blaze, ship.type=FR_Frigate, nation=-1, ShipFlagsQuantity=8, bShipWithoutPennants=0
CurrentFlag=5, ShipFlagsQuantity=8, FlagType=P
procGetRiggingData: n=-3, chr.id=Blaze, ship.type=FR_Frigate, nation=-1, ShipFlagsQuantity=8, bShipWithoutPennants=0
CurrentFlag=6, ShipFlagsQuantity=8, FlagType=E
FlagType==FLAG_ENSIGN && n == SHIP_PENNANT
procGetRiggingData: n=-3, chr.id=Blaze, ship.type=FR_Frigate, nation=-1, ShipFlagsQuantity=8, bShipWithoutPennants=0
CurrentFlag=7, ShipFlagsQuantity=8, FlagType=E
FlagType==FLAG_ENSIGN && n == SHIP_PENNANT
procGetRiggingData: n=-3, chr.id=Blaze, ship.type=FR_Frigate, nation=-1, ShipFlagsQuantity=8, bShipWithoutPennants=0
CurrentFlag=8, ShipFlagsQuantity=8, FlagType=P
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
LandInterface DoSetFlags: 1
LandInterface DoSetFlags: 2
LandInterface DoSetFlags: 3
LandInterface DoSetFlags: 4
LandInterface DoSetFlags: 5
LandInterface DoSetFlags: 6
ReloadEndFade
 
I had the same problem a lot of time after the quest of the animist.
but I found a strange solution :

don't go to Puerto Rico after the fight against the Mephisto.
take back the child in Bonaire, go to see the priest in Jamaica AND make all the upgrade of the Mephisto in a shipyard. Maybe only the upgrade have an influence, but after doing that, the game don't crash when you go in Puerto Rico and when sent you automatically to the church.

and after that, you will see an another strange thing : you will not able to make fast travel to the church of Puerto Rico any more and when you are in the church and go out the game will not send you in the location with the governor mansion but in the one with the tavern (sorry if I'm not clear, my English is not very good).


but for me, make all the upgrade of the Mephisto resolve the problem of the crash. So i hope it can be the same for you. strange solution for sure but if it works...
 
That does sound strange, but I'll try it anyway!

I do remember, after entering Puerto Rico via Oyster Beach, that the fast-travel icon for the church had disappeared, and that you are not transported to the area near the governor's residence when you leave the church.

Anyway, thanks for the suggestion. :cheers

EDIT:
OK fully upgraded the Mefisto (I had re-named and re-painted her before all this, but that shouldn't affect anything?), but still crashed at church loading screen. :|
It was worth a try.

EDIT 2:
I now have an error.log file after trying again:

RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 1179
Using reference variable without initializing
RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 1179
null ap
RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 1179
null ap
RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 1179
no rAP data
RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 1179
Using reference variable without initializing
RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 1179
null ap
RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 1179
null ap
RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 1179
no rAP data
RUNTIME ERROR - file: characters\characterUtilite.c; line: 2426
invalid index -1 [size:2050]
RUNTIME ERROR - file: characters\characterUtilite.c; line: 2426
function 'DoDailyCrewPay' stack error
 
Too bad to see that didn't works for you.

I had re-named and re-painted her before all this, but that shouldn't affect anything?
I never change the name and the painted of this ship so maybe...


I've done the standard story line maybe 10 time or more (it's my preferred one), during all this try I always managed to purchase the Mefisto and i have always the same problem than you. But seriously, with my strange solution, I was able each time to go at Puerto Rico and to avoid the crash (without this strange solution the game crashed).
Maybe you have an another problem like superposition of quest. For example if you do this two quest in the same time : "won a girl to the card" and if you have to "save the soon of the Spanish admiral" you will have a matter when you will entered in the tavern of Martinique. Your character will be blocked (can't move and talking, but you can load a previous game) because he can't choose between the two thing he have to do here : talking with the "lover" of Virginie Esprivant or to see the men who waits for the ransom of the Spanish admiral.

If you have to speak to the priest of Puerto Rico to see the library, and if you have to take him back in the same time that can be problematic maybe....


I'm sorry to be useless with my strange solution :p
 
Right, I'm going to try again from the point where I had just captured Mefisto, and change nothing, like you said.
I'll then follow your steps exactly, and see if it works this time. (it may not have worked because I simply added the upgrades at the later stage after the Mefisto quest, so it could be my fault :facepalm )

EDIT:
Unfortunately still no success, even after all that. :modding
 
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