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Fixed Fast traveling at port au price

Levis

Find(Rum) = false;
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If you fast travel from the port au prince dock to the tavern you will end up somewhere in the town. from the town it does work.
 
I may have seen that too. Did you notice any "something is going to happen" notes? Which storyline was it?
 
It was in jean latiffe and I didn't notice such a logit string.
 
Only thing I can think of that might be related is this from StartStoryline.c:
Code:
  //FIND ANGELIQUE MOULIN'S FATHER (Missing Man quest)
   PChar.quest.Missingman = "";
   PChar.quest.Missing_start.win_condition.l1 = "location";
   PChar.quest.Missing_start.win_condition.l1.character = PChar.id;
   PChar.quest.Missing_start.win_condition.l1.location = "PoPrince_town";
   PChar.quest.Missing_start.win_condition = "Missing_start";
   //Missing Man quest
 
True and that makes these things happen
Code:
case "Missing_start":
            SetEnterLocationQuest("PoPrince_town", "Missing_start_check", 0);
        break;

        case "Missing_start_check":
            if(makeint(PChar.rank) >= 15)
            {
                ChangeCharacterAddressGroup(CharacterFromID("Angelique Moulin"), "PoPrince_town", "goto", "goto17");
            }
        break;

But no log message is shown as far as I can see.
 
Does adding this line in StartStoryline.c help?
Code:
pchar.quest.Missing_start.skip = "yes";
 
these reaction are from the reactions from the storyline, so we could just change it in there too. But let me first check it in another storyline too.
 
The .skip attribute for quest cases is something I added recently to fix the "No Fast Travel in Tortuga" issue.
That was caused by also having a permanent quest case to start a quest, in this case the "Tortuga Atmosphere" mod.
 
So does this in the StartStoryline.c file make any difference?
Code:
  //Missing Man quest
   PChar.quest.Missingman = "";
   PChar.quest.Missing_start.win_condition.l1 = "location";
   PChar.quest.Missing_start.win_condition.l1.character = PChar.id;
   PChar.quest.Missing_start.win_condition.l1.location = "PoPrince_town";
   PChar.quest.Missing_start.win_condition = "Missing_start";
   pchar.quest.Missing_start.skip = "yes";
   //Missing Man quest
Will include it in the next ZIP for testing purposes.
 
I think it will break the sidequest tough .... Because it sets up a sidequest....
 
It shouldn't. The .skip attribute is something I added myself to fix quest-related Fast Travel issues.
Since that attribute didn't even exist before, the sidequest should continue just fine.
Just like the Tortuga Atmosphere works fine and I added a .skip attribute to that as well. ;)

But if we want to be sure, perhaps someone could try to start the Find Angelique Moulin's Father sidequest in any of the storylines.
If I am right, it should work just as well as it always did. :wp
 
I will test it.
 
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