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Jack Sparrow Storyline

FireFlyBoy

Landlubber
I'm up to the part where I need to find Billy Brock or whatever his name is, in Speightstown,
I couldn't find him even after HOURS and HOURS of searching so I went through numerous topics on this forum using the search
and apparently he spawns in a house next to the shipyard that upon entering has the townhall symbol (the logo thing or whatever)
I do that, and hes not there? I wasn't sure if I stuffed up my quest somehow or if its a bug, but im pretty sure i've somehow stuffed it myself

Is there any possibly way to skip this part of the quest, like, enter a command, modify a file, so I can FORCE him to spawn?

Don't tell me to reload or start afresh because I have literally spent HOURS and HOURS (if not days) wandering around doing stuff while trying to find
this guy, meaning a reload will surely make me lose 95% of my game-play (yes I'm serious :glare: )

Searching around in my game folder for the files related to the questline, i found this,
C:\Program Files (x86)\Bethesda Softworks\Pirates of the Caribbean\PROGRAM\Storyline\LegendJackSparrow\quests\quests_reaction.c

Does this file handle the issue I'm having? And if so, could someone possibly help me in overcoming my issue?

Im assuming this part of the file handles it, does anyone who knows this code, know a way it could be altered? (Its in this part somewhere I think, although could be wrong)

Code:
	case "Brock_found_in_Oxbay":
LAi_SetActorType(characterFromID("Susan Shaypen"));
LAi_ActorRunToLocation(characterFromID("Susan Shaypen"), "reload", "reload1", "none", "", "", "Brock_found_in_Oxbay2", 25.0);
break;

case "Brock_found_in_Oxbay2":
RemoveOfficersIndex(pchar, GetCharacterIndex("Susan Shaypen"));
RemovePassenger(pchar, characterFromID("Susan Shaypen"));

/*pchar.quest.The_sisters_found.win_condition.l1 = "locator";
pchar.quest.The_sisters_found.win_condition.l1.location = "Oxbay_town";
pchar.quest.The_sisters_found.win_condition.l1.locator_group = "reload";
pchar.quest.The_sisters_found.win_condition.l1.locator = "reload4";
pchar.quest.The_sisters_found.win_condition = "The_sisters_found";*/
pchar.quest.The_sisters_found.win_condition.l1 = "location";
pchar.quest.The_sisters_found.win_condition.l1.location = "Mings_townhall";
pchar.quest.The_sisters_found.win_condition = "The_sisters_found";

Locations[FindLocation("Oxbay_town")].reload.l15.disable = 0;

Pchar.quest.Barbossa_and_Brock_search.win_condition.l1 = "location";
PChar.quest.Barbossa_and_Brock_search.win_condition.l1.character = Pchar.id;
Pchar.quest.Barbossa_and_Brock_search.win_condition.l1.location = "Oxbay_shipyard";
Pchar.quest.Barbossa_and_Brock_search.win_condition = "Barbossa_and_Brock_search";
break;

case "Barbossa_and_Brock_search":
Pchar.quest.The_sisters_found.over = "yes";
ChangeCharacterAddressGroup(CharacterFromID("Susan Shaypen"),"Oxbay_shipyard", "goto", "goto2");
characters[GetCharacterIndex("Susan Shaypen")].Dialog.Filename = "Susan Shaypen_dialog.c";
LAi_SetActorType(characterFromID("Susan Shaypen"));
LAi_ActorDialog(characterFromID("Susan Shaypen"),PChar,"",5.0,5.0);
Characters[GetCharacterIndex("Susan Shaypen")].dialog.currentnode = "Dead_end_Quest_Oxbay";
break;

case "Dead_end_Quest_Oxbay_onward": // now the long way round but gets player back to quest
AddPassenger(Pchar, characterFromID("Susan Shaypen"), 0);
SetOfficersIndex(Pchar, 3, getCharacterIndex("Susan Shaypen"));
LAi_SetOfficerType(characterFromID("Susan Shaypen"));

pchar.quest.Turks_with_Shaypen.win_condition.l1 = "location";
pchar.quest.Turks_with_Shaypen.win_condition.l1.location = "Turks_port";
pchar.quest.Turks_with_Shaypen.win_condition = "Turks_with_Shaypen";
break;

case "Turks_with_Shaypen":
pchar.quest.Find_out_the_Error.win_condition.l1 = "location";
pchar.quest.Find_out_the_Error.win_condition.l1.location = "Turks_Tavern";
pchar.quest.Find_out_the_Error.win_condition = "Find_out_the_Error";

ChangeCharacterAddressGroup(CharacterFromID("Thomas Tipman"), "Turks_Tavern", "reload", "reload3");
Characters[GetCharacterIndex("Thomas Tipman")].dialog.currentnode = "First time Turks";
break;

case "Find_out_the_Error":
characters[GetCharacterIndex("Thomas Tipman")].Dialog.Filename = "Thomas Tipman_dialog.c";
LAi_SetCivilianGuardianType(characterFromID("Thomas Tipman"));
Characters[GetCharacterIndex("Thomas Tipman")].dialog.currentnode = "First time Turks";
break;

case "Do_Brock_search_again":
Pchar.quest.Brock_search_again_myself.win_condition.l1 = "location";
PChar.quest.Brock_search_again_myself.win_condition.l1.character = Pchar.id;
Pchar.quest.Brock_search_again_myself.win_condition.l1.location = "Oxbay_port";
Pchar.quest.Brock_search_again_myself.win_condition = "Brock_search_again_myself";
break;

case "Brock_search_again_myself":
characters[GetCharacterIndex("Susan Shaypen")].Dialog.Filename = "Susan Shaypen_dialog.c";
LAi_SetActorType(characterFromID("Susan Shaypen"));
LAi_ActorDialog(characterFromID("Susan Shaypen"),PChar,"",5.0,5.0);
Characters[GetCharacterIndex("Susan Shaypen")].dialog.currentnode = "The_Brock_hunt_Oxbay";
break;

Sorry for Wall of text
 
I have edited your post slightly adding a spoiler xD:

Ok from the BUG tracker entry I know that you went to the shipyard...

If you do this sail to Turks and talk to Thomas Tipman and then go and search again (DONT go back to shipyard)

If this doesnt work give a hoy here and I will walk you through forcing him to appear
 
I have edited your post slightly adding a spoiler xD:

Ok from the BUG tracker entry I know that you went to the shipyard...

If you do this sail to Turks and talk to Thomas Tipman and then go and search again (DONT go back to shipyard)

If this doesnt work give a hoy here and I will walk you through forcing him to appear


Ok what i mean was, this is what i did, i was playing following the quest, i went to the shipyard, then went all the way to Turks, then came back, searched everywhere (shipyard again) and still no luck

So i think seeing as i tried the shipyard TWICE i might have ****ed it. Please just tell me a way to force it, cant be stuffed trying to find a different way if it can be forced
 
You need to go to the area WITHOUT going to the shipyard... sail to Turks, talk to Tipman, sail back and go straight to the building (forcing it takes effort and requires me to go into my game files (which is a pain on my computer at the moment)) so I would rather not have to do it ;)
 
Tried this method already, didnt work because Tipman guy ive already talk to previously, and as such doesnt change my quest log or anything, and doesnt change anything related to the quest, he just says "I'll keep my ears to the ground for you" nothing else, no dialogue choices or anything
 
Dont you have a save before you searched or at least before you went to the shipyard the second time?

My computers video card is fried so it is slow as a 100 year old :modding
 
Yea but if you notice this "Don't tell me to reload or start afresh because I have literally spent HOURS and HOURS (if not days) wandering around doing stuff...make me lose 95% of my game-play"

Also, I make saves pretty much every door I go into, so during this time I was playing, I believe I must have had to delete all my saves (in order to start making more) So I most likely don't have this save anymore, even if I wanted to try it.

I have to go sleep now, but if you could post a response or someone else has input to provide, it would be very appreciated.
 
Anyone have an idea on how I could change the objectives of the quest I'm currently on, in order to take me back to a certain quest (the Billy Brock one obviously), or If it's possible, change the actual spawn of Billy Brock to be FORCED regardless of quest objectives, in the same area he's meant to be in?

*bump*
 
I will show you how to do it (just cause no one else has but it may take me awhile)

Just so you know: DONT start a new topic if you dont get an answer (I will delete it)

Open the file console.c
Under
Code:
void ExecuteConsole()
{
ref pchar = GetMainCharacter();
if (!bSeaActive) ref lcn = &Locations[FindLocation(pchar.location)];
ref ch;
int i;
int limit;
add these lines
Code:
pchar.quest.The_sisters_found2.win_condition.l1 = "location";
pchar.quest.The_sisters_found2.win_condition.l1.location = "Mings_townhall";
pchar.quest.The_sisters_found2.win_condition = "The_sisters_found";
Now save the file, load your game hit F12 and go STRAIGHT to the place
 
I will show you how to do it (just cause no one else has but it may take me awhile)

Just so you know: DONT start a new topic if you dont get an answer (I will delete it)

Open the file console.c
Under
Code:
void ExecuteConsole()
{
ref pchar = GetMainCharacter();
if (!bSeaActive) ref lcn = &Locations[FindLocation(pchar.location)];
ref ch;
int i;
int limit;
add these lines
Code:
pchar.quest.The_sisters_found2.win_condition.l1 = "location";
pchar.quest.The_sisters_found2.win_condition.l1.location = "Mings_townhall";
pchar.quest.The_sisters_found2.win_condition = "The_sisters_found";
Now save the file, load your game hit F12 and go STRAIGHT to the place


Thankyou, it fixed it, and sorry about the other topic thing.
 
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