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Fixed Hornblower Storyline: Where are the Rifles?

Grey Roger

Sea Dog
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Storm Modder
In "Old Friends - New Enemies", you sail to Cayman, where you are supposed to go to the tavern to meet a crewman who will tell you how to find the 95th Rifles. There appears to be dialog for him in "RN_Sailor_Dialog.h", but when I approach the sailor, I can't talk to him, and if there's a special spot to stand to trigger him talking to me then I never found it.

Fortunately there's a rifleman in the town anyway, at the end of the walkway past the residence and store, so it is possible to progress the story without talking to the sailor.

I'm half inclined to edit "Lt. William Bush_dialog.h" so that, instead of suggesting the tavern, he will suggest searching the town to find a rifleman...
 
In "Old Friends - New Enemies", you sail to Cayman, where you are supposed to go to the tavern to meet a crewman who will tell you how to find the 95th Rifles. There appears to be dialog for him in "RN_Sailor_Dialog.h", but when I approach the sailor, I can't talk to him, and if there's a special spot to stand to trigger him talking to me then I never found it.

Fortunately there's a rifleman in the town anyway, at the end of the walkway past the residence and store, so it is possible to progress the story without talking to the sailor.

I'm half inclined to edit "Lt. William Bush_dialog.h" so that, instead of suggesting the tavern, he will suggest searching the town to find a rifleman...


I think this was always broken - and the only way you could progress was by talking to the rifleman in the town.

The walk through was written by Short Jack Gold.


You could check this post for the problems I found when I played the story:-

http://www.piratesahoy.net/threads/hornblower-quest-completed-successfully.15913/

:read
 
Anyone got a save for that? Maybe it can be fixed if most of the code is already there.
 
@Pieter Boelen : Funny you should say that. ;)

@Talisman : the bit about "Retribution - Text 2" should now be fixed. I noticed the same thing during my recent play through and an updated version of "Retribution.txt" is included among the updates I recently posted in the thread "Corrected dialogs". Elsewhere, you report exactly the error which I reported in this thread. ;)
 

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  • -=Player=- Cayman.zip
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Last time I checked, it's still a problem - if I remember correctly, you can't ask the sailor in the tavern because he doesn't have any suitable dialog. But it's only a semi-problem because there's still the rifleman near the town hall who will take you to the 95th. The easiest thing would probably be to just edit William Bush's dialog text so that he doesn't mention the tavern in the first place.
 
Should that sailor in the tavern be removed as well?
Is the dialog option completely missing or is there some code preventing it from being used properly?
 
I'm not sure. The sailor in the tavern is Able Seaman Stanley, who uses "RN_Sailor_dialog.c". Looking at that plus "RN_Sailor_dialog.h", the dialog appears to be there, but for some reason I can't talk to him. All he is supposed to say is that there was a rifleman here but he left 10 minutes ago, so you have to go and find the rifleman by the town hall anyway.

I'll need to run the new installer, then play through "Hornblower" again and see if any more bugs have surfaced. Something seems to have changed - see also Build Mod 14 3.5 - Hornblower Storyline: Attack on Antigua (Dead riffleman and nothing happens) in which Lt. Quelp used to appear in the jungle scene to play his part in the dialogs, but no longer follows you from the waterfall scene to the jungle scene until I added a command to put him in the jungle.
 
I'm not sure. The sailor in the tavern is Able Seaman Stanley, who uses "RN_Sailor_dialog.c". Looking at that plus "RN_Sailor_dialog.h", the dialog appears to be there, but for some reason I can't talk to him. All he is supposed to say is that there was a rifleman here but he left 10 minutes ago, so you have to go and find the rifleman by the town hall anyway.
You cannot start the dialog at all? He might be ActorType due to a previous scene then.
If so, that would be a one-line fix to change him to, say, CitizenType instead.
 
It is as I suspected:
Code:
        case "Simpson_shows_up2":
            LAi_SetActorType(characterFromID("Able Seaman Wilks"));
            LAi_SetActorType(characterFromID("Able Seaman Tompkins"));
            LAi_SetActorType(characterFromID("Able Seaman Stanley")); // <---- Character set to Actor Type
            LAi_SetActorType(characterFromID("Thomas Wolfe"));
Code:
        case "find_the_95th2":
            Locations[FindLocation("Grand_Cayman_town")].reload.l8.disable = 1;
            ChangeCharacterAddressGroup(characterFromID("Rifleman Mansfield"), "Grand_Cayman_town", "goto", "goto27");
            ChangeCharacterAddressGroup(characterFromID("Able Seaman Stanley"), "Grand_Cayman_Tavern", "goto", "goto6");
            Characters[GetCharacterIndex("Able Seaman Stanley")].dialog.CurrentNode = "Rifleman"; // <----- Character set to the dialog pointing you outside
            LAi_SetGuardianType(characterFromID("Rifleman Mansfield"));
            Characters[GetCharacterIndex("Rifleman Mansfield")].dialog.CurrentNode = "Take_you_to_camp";
        break;
This should fix it:
Code:
        case "find_the_95th2":
            Locations[FindLocation("Grand_Cayman_town")].reload.l8.disable = 1;
            ChangeCharacterAddressGroup(characterFromID("Rifleman Mansfield"), "Grand_Cayman_town", "goto", "goto27");
            ChangeCharacterAddressGroup(characterFromID("Able Seaman Stanley"), "Grand_Cayman_Tavern", "goto", "goto6");
            LAi_SetCitizenType(characterFromID("Able Seaman Stanley")); // PB: Allow dialog with this character
            Characters[GetCharacterIndex("Able Seaman Stanley")].dialog.CurrentNode = "Rifleman";
            LAi_SetGuardianType(characterFromID("Rifleman Mansfield"));
            Characters[GetCharacterIndex("Rifleman Mansfield")].dialog.CurrentNode = "Take_you_to_camp";
        break;
 
Not yet. At the moment I'm concentrating on side quests for "Early Explorers", particularly "Strange Things Going On". Once that's finished, I'll revisit "Hornblower".
 
To me it looks like it fixed. At least looking at the code I see there was a problem and this should fix it. So going to mark this as fixed for now. When revisting please do check this and if it doesn't work let us know.
 
Indeed while I didn't test this, I do reckon the fix should work. Worth keeping in mind for whomever does the next Hornblower test, but I don't consider this a high priority.
I might actually end up checking this myself once the Beta 3.5 version is ready for proper playtesting (instead of still being in development).
 
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