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J Sparrow Jocard Side Quest Blank Screen

That's where I have been going wrong.

I have been happily going to Govenors Harbour all the time. :facepalm
 
That's where I have been going wrong.

I have been happily going to Govenors Harbour all the time. :facepalm
If you read the dialog (and questbook) it will tell you NOT to go to Governer's Harbour and if you do my fix I posted in my last post you will see why ;)
 
I still can't work out how to play 3 :mm

Could you give me a clue please :)
Sail to Alice Town but stay away from the cave ;)

Sucessfully got myself hung in Govenors Harbour xD:

Gone through the jungle from Alice Town (avoiding cave ) to plantation. On Getting there Gombo/Jocard appears, and one of the slavers walks up to me and says 'Don't go near the slaves'
I say 'Ok then' and that is all that happens. :shrug

So how do I get mugged/bashed by the slavers. No one tries to attack me in the jungle (apart from the normal random muggers )

BTW If you do talk to the slaves having your appearance changed is really neat :woot
 
That was Chromide's work with the slave dialog.
There's a bunch of different things they can say, some of which are pretty funny. :cheeky
 
Sucessfully got myself hung in Govenors Harbour xD:

Gone through the jungle from Alice Town (avoiding cave ) to plantation. On Getting there Gombo/Jocard appears, and one of the slavers walks up to me and says 'Don't go near the slaves'
I say 'Ok then' and that is all that happens. :shrug

So how do I get mugged/bashed by the slavers. No one tries to attack me in the jungle (apart from the normal random muggers )

BTW If you do talk to the slaves having your appearance changed is really neat :woot
Good to hear the fix worked ;)

Now I gave the currentnode to the wrong slaver :modding

in Case "Slaver_chat_before"
Code:
characters[GetCharacterIndex("Slaver3")].dialog.currentnode = "knock out";
to
Code:
characters[GetCharacterIndex("Slaver1")].dialog.currentnode = "knock out";

As for the slaves that wasn't me as Pieter just posted it was Chromide so congratulations go to him ;)
 
Good to hear the fix worked ;)

Now I gave the currentnode to the wrong slaver :modding

in Case "Slaver_chat_before"
Code:
characters[GetCharacterIndex("Slaver3")].dialog.currentnode = "knock out";
to
Code:
characters[GetCharacterIndex("Slaver1")].dialog.currentnode = "knock out";

As for the slaves that wasn't me as Pieter just posted it was Chromide so congratulations go to him ;)

Thanks for your help.

Did the above correction.

Now at the plantation the slaver demands 10,000 I refuse and we fight. I kill one slaver, Bosun kills another, and 3rd slaver kills Gombo/Jocard.

Thats all that happens - Gombo/Jocard not removed from my F2 details screen - slavers don't take 10,000 - no quest book update.

If I kill surviving slaver nothing happens.

If I let myself be killed/knocked out nothing happens, (just act dead ) text on left hand side same as if sent to tavern room but nothing happens, just lie on ground dead.

:shrug

Sorry for all the problems and hassle

Attached Error logs
 
Change the code to this
Code:
case "Wrong_Eleuthera2":
pchar.quest.wrong_Eleuthera1.over = "yes";		pchar.quest.right_Eleuthera.over = "yes";

RemoveOfficersIndex(pchar, GetCharacterIndex("Bos'un"));
RemovePassenger(pchar, characterFromID("Bos'un"));
ChangeCharacterAddressGroup(pchar, "EleutheraPlantation", "goto", "goto18");
ChangeCharacterAddressGroup(characterFromID("Bos'un"), "EleutheraPlantation", "goto", "goto18");
ChangeCharacterAddressGroup(characterFromID("Gentleman Jocard"), "EleutheraPlantation", "goto", "goto18");

ChangeCharacterAddressGroup(characterFromID("Slaver1"), "EleutheraPlantation", "goto", "goto17");
ChangeCharacterAddressGroup(characterFromID("Slaver2"), "EleutheraPlantation", "goto", "goto17");
ChangeCharacterAddressGroup(characterFromID("Slaver3"), "EleutheraPlantation", "goto", "goto17");

//LAi_SetActorType(pchar);
LAi_QuestDelay("Slaver_chat_before", 0.0);
break;

case "Slaver_chat_before":
characters[GetCharacterIndex("Slaver3")].dialog.currentnode = "knock out";

LAi_SetActorType(characterfromID("Gentleman Jocard"));
LAi_SetActorType(characterfromID("Bos'un"));
LAi_ActorFollow(characterFromID("Gentleman Jocard"), pchar, "", 100.0);
LAi_ActorFollow(characterFromID("Bos'un"), pchar, "", 100.0);

LAi_SetActorType(characterfromID("Slaver1"));
LAi_SetActorType(characterfromID("Slaver2"));
LAi_SetActorType(characterfromID("Slaver3"));
LAi_ActorFollow(characterFromID("Slaver3"), characterFromID("Slaver3"), "", 100.0);
LAi_ActorFollow(characterFromID("Slaver2"), characterFromID("Slaver3"), "", 100.0);
LAi_ActorDialog(characterFromID("Slaver1"),PChar,"",100.0,100.0);
break;

case "Slaver_knock":
LAi_SetActorType(characterfromID("Gentleman Jocard"));
LAi_SetActorType(characterfromID("Bos'un"));
LAi_SetActorType(characterfromID("Slaver1"));
LAi_SetActorType(characterfromID("Slaver2"));
LAi_SetActorType(characterfromID("Slaver3"));

LAi_group_MoveCharacter(characterFromID("Slaver2"), "SLAVERS1");
LAi_group_MoveCharacter(characterFromID("Slaver3"), "SLAVERS2");
LAi_group_MoveCharacter(characterFromID("Gentleman Jocard"), "PLAYER1");
LAi_group_MoveCharacter(characterFromID("Bos'un"), "PLAYER2");

LAi_group_FightGroups("SLAVERS1", "PLAYER2", true);
LAi_group_FightGroups("SLAVERS2", "PLAYER1", true);
LAi_ActorAttack(CharacterFromID("Slaver1"), PChar, "");

bSuppressResurrection = true;
pchar.KO = "0";

LAi_SetCheckMinHP(characterFromID("Gentleman Jocard"), 0.4*LAi_GetCharacterHP(characterFromID("Gentleman Jocard")), true, "knock1");
LAi_SetCheckMinHP(characterFromID("Bos'un"), 0.4*LAi_GetCharacterHP(characterFromID("Bos'un")), true, "knock2");
LAi_SetHP(characterFromID("Bos'un"), 150, 200);
LAi_SetImmortal(characterFromID("Bos'un"), false);
LAi_SetImmortal(characterFromID("Gentleman Jocard"), false);
LAi_SetImmortal(characterFromID("Slaver1"), true);
LAi_SetImmortal(characterFromID("Slaver2"), true);
LAi_SetImmortal(characterFromID("Slaver3"), true);
//LAi_QuestDelay("Slaver_knock2", 4.0);
break;

I made the slaver on the plantation permenant so they had there id's change and I forgot to change them :modding

That should work
 
:cheers

Sucessfully completed - beaten up and Robbed by Slavers - Gombo/Jocard and Bosun no longer passengers/officers - Quest book updated and quest closed :doff

I did a small a alteration to the code in the previous post:

case "Slaver_chat_before":
characters[GetCharacterIndex("Slaver3")].dialog.currentnode = "knock out";

Slaver3 changed to Slaver1

Thanks for all your help :onya
 
I did a small a alteration to the code in the previous post:

case "Slaver_chat_before":
characters[GetCharacterIndex("Slaver3")].dialog.currentnode = "knock out";

Slaver3 changed to Slaver1
Forgot to save my own alteration :modding xD:

Great to hear!!! I'll be interested to see if you can manage option 6 when the next patch comes out (or maybe next experimental mods get updated)

Is that all the sidequests done now for you?
 
Great to hear!!! I'll be interested to see if you can manage option 6 when the next patch comes out (or maybe next experimental mods get updated)

Is that all the sidequests done now for you?

:yes
All I have left to do is Jocard main line (actually free the slaves) properly rather than cheating by going through Govenors Harbour as before :rolleyes:

So now I am off to fight my way through the cave and tunnels to the tavern. :ixi

Then since I started the sidequests straight after meeting Davy Jones I'll go back to the main game and meet up with Barbossa on Tortuga ( nearly talked to him in the middle of Chevalle / villanueva, but didn't want too many quests open at the same time and ending up confused).

BTW: Option 6 is Teague and the pieces of eight isn't it :yes

I'm looking forward to it.
 
If we go through with the "marooning on Battle Rocks" idea that we have,
we'll probably move the beginning of the Villanueva sidequest until after the first mutiny.

BTW: There's another sidequest, the 'Lucas' one.
But that one has some profound effect on the remainder of the story.
You end up playing that one at some point anyway, but you can play it earlier if you so desire,
after which events will unfold rather differently. Though this will be much clearer once DMC is added.
 
Is that all the sidequests done now for you?

:yes
All I have left to do is Jocard main line (actually free the slaves) properly rather than cheating by going through Govenors Harbour as before :rolleyes:

So now I am off to fight my way through the cave and tunnels to the tavern. :ixi

This is what happens when you become big-headed, and think you know it all. :yes

Fought my way through the cave and cavern to the cellar of Govenor Harbour Tavern, walked up steps to door to main tavern room & guess what, Door would not open ( closed padlock showing at top left of screen ) :shock

What have I done ( or not done now) :modding

Tried 3 times with same result.
 
I thought that door was always open :modding

I will have to enable it then ;)

Which course did you take at the start of the mission to Plantation or to shipwreck??

Cause it may be a problem to do with doing the Plantation direction ;)

Code:
Locations[FindLocation("Eleuthera_tavern_upstairs")].reload.l1.disable = false;

add that line into case "To_Eleuthera" and hopefully you have a save game before Jocard talks to you at the money ;)

If not just try adding the line to your console ;)

As for the other sidequest try and do it before Davy Jones' ;) (You will see what I mean if you do)
 
I thought that door was always open :modding

I will have to enable it then ;)

Which course did you take at the start of the mission to Plantation or to shipwreck??

Cause it may be a problem to do with doing the Plantation direction ;)

Thanks, :doff

I think it was the Plantation, also I think it was where I decided to kill the soldiers in the cellar and fight my way out through the cavern, rather than surrender and go before the govenor.

I have so many saves for this quest I am becomming confused. :wp

I'll put the line in then I think I'll go right back to Davy Jones and start the quest cleanly from the beginning and see if I can play all the options sucessfully - might take a while :mm

I'll let you know if I succeed or fail :nk
 
The door from the cellar into the tavern is closed, you say?
Code:
	locations[n].id = "Eleuthera_tavern_upstairs";
locations[n].id.label = "Cellar in #stown_name# tavern.";
locations[n].filespath.models = "locations\inside\Cellar_downstairs\";
locations[n].image = "Cellar.tga";

//Town sack
locations[n].townsack = "Eleuthera";

//Sound
locations[n].type = "dungeon";
locations[n].fastreload = "Eleuthera";
//Models
//Always
locations[n].filespath.models = "locations\inside\Cellar_downstairs";
locations[n].models.always.locators = "Cellar_downstairs_locators";
locations[n].models.always.tavern = "Cellar_downstairs";
locations[n].models.always.rays = "Cellar_downstairs_rays";
locations[n].models.always.stuff = "Cellar_downstairs_stuff";

//Day
locations[n].models.day.charactersPatch = "Cellar_downstairs_patch";

//Night
locations[n].models.night.charactersPatch = "Cellar_downstairs_patch";

//Environment
locations[n].environment.weather = "false";
locations[n].environment.sea = "false";

//Reload map
locations[n].reload.l1.name = "reload1_back";
locations[n].reload.l1.go = "Eleuthera_Tavern";
locations[n].reload.l1.emerge = "reload1";
locations[n].reload.l1.autoreload = "0";
locations[n].reload.l1.label = "#stown_name# Tavern";
locations[n].locators_radius.reload.reload1 = 0.8;
The location init code doesn't close it... :?
The only place where it's closed is the "blaze_cop_dialog" quest case; could that be the problem?
 
The door from the cellar into the tavern is closed, you say?
The location init code doesn't close it... :?
The only place where it's closed is the "blaze_cop_dialog" quest case; could that be the problem?
That is why I asked if that was the direction he took Pieter ;)

I have put the unlock in the governer section as well as the after fight section so it should be fine now :D
 
Thanks mate, good luck ;)

:bow :bow Superb Quest

I have just managed to complete playing the Jocard quest right through from beginning to end. Without problems :cheers

I have managed to play all the variations I could think of;


  1. Kill Both

    Solvo


    Gombo - Bonaire -> Eleuthera
    Hung
    Jungle Path - Mugged by Slavers
    Cavern Path - Freed the Slaves



    Gombo - Eleuthera -> Bonaire -> Eleuthera

    Arrested
    Hung
    Jungle Path - Mugged by Slavers
    Cavern Path - Freed the Slaves

    Knocked out/killed by Soldiers in Cellar
    Hung
    Jungle Path - Mugged by Slavers
    Cavern Path - Freed the Slaves

    Kill Soldiers in Cellar
    Hung
    Jungle Path - Mugged by Slavers
    Cavern Path - Freed the Slaves

:will :will

Only 2 very small comments:

On Solvo storyline when you exit Govenors Harbour to go to Plantation you talk to yourself dialogue says I see Nigel Blythe going to head of plantations house.

When knocked out by soldiers in Govenors Harbour tavern you are looked after by tavern servant( loose money etc.as per normal ) you can then leave tavern by cellar or by main door. (Supposed to use cellar as hinted in dialogue but not really clear). If you use main door Gombo does not appear at the plantation, and no indication of how you went wrong. Could a clear hint be put in the quest book. Or the main door locked. ;)
 
:bow :bow Superb Quest

I have just managed to complete playing the Jocard quest right through from beginning to end. Without problems :cheers

Only 2 very small comments:

On Solvo storyline when you exit Govenors Harbour to go to Plantation you talk to yourself dialogue says I see Nigel Blythe going to head of plantations house.

When knocked out by soldiers in Govenors Harbour tavern you are looked after by tavern servant( loose money etc.as per normal ) you can then leave tavern by cellar or by main door. (Supposed to use cellar as hinted in dialogue but not really clear). If you use main door Gombo does not appear at the plantation, and no indication of how you went wrong. Could a clear hint be put in the quest book. Or the main door locked. ;)

Thanks for your kind words mate :D

Woops forgot to change the dialog from Nigel Blythe (nice pickup)

So if the soldiers "kill" you and you try and do the quest you can't? :?
Or you can if you run through the cellar and go to the plantation that way :?

If this is the case I think I know a way around it ;)
 
That's brilliant, Talisman! Thanks very much for doing this. :doff
Good comments too. :onya
 
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