The easiest way is probably to set up someone to talk to the player. And the easiest way to do that is probably to have him stand somewhere (or sit somewhere, if he's in a tavern). Set up his dialog so that, when the player talks to him, it starts the quest. Preferably have an option for the player to decline, either because this particular player isn't interested in your quest, or because he's busy with something else at the moment - he can return to your character, talk to him again, and start your quest later.
As an example, look in "PROGRAM\Characters\init\Douwesen.c". One of the characters defined there is Toff Oremans. It puts him in "Douwesen_Tavern", locator "sit\sit4", and when you talk to him (and if you have a suitable reputation), you can trigger his side quest. (The game code refers to both the town Kralendijk and the island Bonaire as Douwesen. This is because the stock game had a much smaller map on which the only Dutch colony was Douwesen. The Build Mod renames the town and island so you see different names, but the game code still uses the original names. And on that note, Nevis island is Quebradas Costillas.) Another example is in "PROGRAM\Characters\init\SideQuest.c", in which a lot of characters used in side quests are defined - among them, several women located in "Douwesen_town". These are the ladies you'll see standing outside Kralendijk town hall and talking to them triggers the "Strange Things Going On in the Archipelago" side quest.
So, edit one of the character files and add someone. Create his dialog files. There are several ways to have a dialog trigger a quest but the easiest is probably to have a line like this just before the dialog exits:
Code:
AddDialogExitQuest("insert_your_quest_name_here");
And then, in "PROGRAM\QUESTS\quests_side.c", add:
Code:
case "insert_your_quest_name_here":
And now your quest starts. Your character could tell the player that Blackbeard's ship has been sighted near Charleston. Then case "insert_your_quest_name_here" can contain the code to put Blackbeard near Charleston.
One more thing. Please don't put your character in Philipsburg tavern. Because what I've just told you to do, I'm already doing, and my guy will be sitting in Philipsburg tavern - we don't want our introductory characters sitting on each other's laps.
