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Locked Tavern Door

N

nexus

Guest
Hey, I have a problem in Oxbay, with the main quest.
When I meet with Tobias, the spy, fight the French soldiers, and try to run to the shipyard, the tavern doors are locked.
I tried waiting, sleeping at the tavern, but nothing seems to work...

So if anyone knows how to fix it...thanks in advance. <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />

Yeah, Im playing Build 13.
 
Build 13 Final? Or Build 13 Full? With or without Update 3? I know that issue occurred at one point, but I think we fixed it at some point.
 
I think its Final.
Should I download the Update 3, where can I find it, and will it work on my saved games?

And while Im at it... <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Does the game end after the completion of the main quest, like in the original game, or is it possible to continue playing after that?
 
If it's Final, then you don't need to get Update 3. It's already included. Usually with every new game version, starting a new game is required. You can continue play after the main quest. That was one of the first mods ever done for the game.
 
Thanks.
But what do you think I should do about this "locked door" problem?
 
Do you have a savegame from before that happened? Also: Is it night or day?
 
I have a save game before, but loading from it changes nothing.
I tried during the day, and waiting for the night, but its the same.
When I step into the tavern in Oxbay, even before speaking to Tobias or anyone, the doors become locked.
 
I tried loading the save even before governor Silehard gave me that mission, but I still can't get out of the tavern. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
<!--quoteo(post=218359:date=Oct 21 2007, 06:06 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 21 2007, 06:06 AM) [snapback]218359[/snapback]</div><div class='quotemain'><!--quotec-->If it's Final, then you don't need to get Update 3. ...<!--QuoteEnd--></div><!--QuoteEEnd-->

Perhaps Build13_final isn't so final.

Build 13_full is 377,196 KB and if I remember correctly still needed Build 12 installed.

Build 13_Final is 319,653 KB added straight to stock POTC.

Might we be missing some data that is producing all these bugs and CTDs?
 
it pretty darned is if it's KB. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> MB, however, seems quite reasonable! i recall quite a few files being removed due to some adaptation which resulted in not needing a lot of files. however, it would be a good idea to check.
 
Uh oh! As I have written earlier I have build 12.1. Now I've decided I can afford a bigger USB-key and download build 13.

I have copied the original POTC-folder to another location so I have both a un-modified and a modified folder (modified with build 12.1).

If the two versions of the build 13 are different and they have to be installed differently what version would you recommend me to download and install?
 
<!--quoteo(post=218483:date=Oct 22 2007, 03:16 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Oct 22 2007, 03:16 AM) [snapback]218483[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=218359:date=Oct 21 2007, 06:06 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 21 2007, 06:06 AM) [snapback]218359[/snapback]</div><div class='quotemain'><!--quotec-->If it's Final, then you don't need to get Update 3. ...<!--QuoteEnd--></div><!--QuoteEEnd-->

Perhaps Build13_final isn't so final.

Build 13_full is 377,196 KB and if I remember correctly still needed Build 12 installed.

Build 13_Final is 319,653 KB added straight to stock POTC.

Might we be missing some data that is producing all these bugs and CTDs?
<!--QuoteEnd--></div><!--QuoteEEnd-->

But, how come only I am experiencing this particular problem?
 
<!--quoteo(post=218499:date=Oct 22 2007, 04:33 AM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Oct 22 2007, 04:33 AM) [snapback]218499[/snapback]</div><div class='quotemain'><!--quotec-->it pretty darned is if it's KB. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> MB, however, seems quite reasonable!<!--QuoteEnd--></div><!--QuoteEEnd-->
Why? In MB it is still a whopping 56 MB difference!
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->i recall quite a few files being removed due to some adaptation which resulted in not needing a lot of files. however, it would be a good idea to check.<!--QuoteEnd--></div><!--QuoteEEnd-->
Perhaps some of those files are needed. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

To nexus. <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

I haven't gotten to that part of the story yet.
 
Petros, well hurry up, then! <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" /> <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Anyway, I followed instructions about creating a log, so im posting what it shows...
I can read it, but can hardly understand it, so ill let the professionals see what it means...


<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--><b>Gauging: StartGauging
Gauging: starting init
Gauging: nations
Init encounters complete.
Gauging: enc
Gauging: cann
Gauging: ships
Gauging: islands
Init weathers complete. 320 weathers found.
Gauging: weather
Gauging: perks
InitModels: Total number of models: 315
Gauging: models
Gauging: goods
Gauging: ifaces
Main_LogoVideo() 0
PauseAllSounds
ResetSoundScheme
proc_break_video()
Main_LogoVideo() -1
Gauging: initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: wdmap
Gauging: islands
Number of locations: 595
Gauging: locations
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Gauging: items
Gauging: char
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
Gauging: load options
Gauging: infoshow
Gauging: initgame done
Init character names complete.
SETTING MUSIC: music_main_menu
ResetSoundScheme
Done loading
ResetSoundScheme
bool CreateParticleEntity()
!!! Reload to 93
LoadLocation(ref loc) Oxbay_town
ItemLogic: On load location Oxbay_town
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\potion
ItemLogic: Loaded model ammo\\blade14
ItemLogic: Loaded model ammo\\blade5
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land
SETTING MUSIC: music_gorod
locator_name = reload13 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 93
reload_island_index = -1
reload_location_index = 97
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_town
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_Tavern
Ăĺíĺđŕöč˙ ýíęŕóíňĺđîâ: Ëîęŕöč˙ Oxbay_Tavern
Ăĺíĺđŕöč˙ ýíęŕóíňĺđîâ: Ăđóďďŕ encdetector
Ăĺíĺđŕöč˙ ýíęŕóíňĺđîâ: Ëîęŕňîđ enc02
ŃČŃŇĹĚŔ ĂĹÍĹĐŔÖČČ ÃÃĘŔÓÍŇĹĐΠŃÎÎÁŮŔĹŇ: ŇČĎ Ã‹ÃŽĘŔÖČČ: tavern
SetCharacterTask_GotoPoint -> locator 'stay1' in group 'tables' not found
Template <goto> -> path not found chr.id = Oxbay_officiant
ItemLogic: On load location Oxbay_Tavern
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: tavern
SETTING MUSIC: music_tavern
Template <follow> -> timeout chr.id = Fra_arrester_01
Template <follow> -> teleport chr.id = Fra_arrester_01 to pos(-0.91716, 2.0575, -2.3992)
SETTING MUSIC: music_bitva
SETTING MUSIC: music_tavern</b><!--QuoteEnd--></div><!--QuoteEEnd-->


I loaded outside the tavern, went in, talked to the innkeeper, then to Tobias, fought the soldiers, and ran for the shipyard, but slammed into the locked door.
 
Do you encounter a French officer when exiting the tavern? By the looks of the log, it could e that this encounter is never triggered. I think you're supposed to and after that you'll fight. Once you did that, the door should open.

<!--quoteo(post=218483:date=Oct 22 2007, 03:16 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Oct 22 2007, 03:16 AM) [snapback]218483[/snapback]</div><div class='quotemain'><!--quotec-->Perhaps Build13_final isn't so final.<!--QuoteEnd--></div><!--QuoteEEnd-->Apparently. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

<!--quoteo(post=218483:date=Oct 22 2007, 03:16 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Oct 22 2007, 03:16 AM) [snapback]218483[/snapback]</div><div class='quotemain'><!--quotec-->Build 13_full is 377,196 KB and if I remember correctly still needed Build 12 installed.<!--QuoteEnd--></div><!--QuoteEEnd-->In theory it shouldn't need Build 12 installed first, but it does tend to work better than way.

<!--quoteo(post=218483:date=Oct 22 2007, 03:16 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Oct 22 2007, 03:16 AM) [snapback]218483[/snapback]</div><div class='quotemain'><!--quotec-->Build 13_full is 377,196 KB
Build 13_Final is 319,653 KB added straight to stock POTC.
Might we be missing some data that is producing all these bugs and CTDs?<!--QuoteEnd--></div><!--QuoteEEnd-->I checked by doing a WinMerge compare and installing Build 13 Full + Update 3 does give the same result as installing Build 13 Final. The reason for the decreased filesize is because Build 13 Full was made with a different installation file creator than Build 13 Final and the compression of Build 13 Final is better. In theory it should work just as well as Build 13 Full + Update 3. You could try installing the old way though and see if the game runs any smoother: Build 12 + Build 13 Full + Update 3.
 
<!--quoteo(post=218552:date=Oct 22 2007, 10:08 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 22 2007, 10:08 PM) [snapback]218552[/snapback]</div><div class='quotemain'><!--quotec-->Do you encounter a French officer when exiting the tavern? By the looks of the log, it could e that this encounter is never triggered. I think you're supposed to and after that you'll fight. Once you did that, the door should open.<!--QuoteEnd--></div><!--QuoteEEnd-->

I encounter the spy, Tobias, who looks like a French soldier. Then the other French soldiers arrive, and try to arrest us. Then the fight brokes out. And after the fight, Tobias says we should go to the shipyard to hide, but I can't get out of the tavern, because of the locked doors.

But I dont think its OK not to be able to exit the tavern AT ALL, even before speaking to anyone. It should be like any other visit to the tavern, right?
 
maybe he should leave the tavern before you? i'm not sure wether he actually walks out or not. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> if he normally does, then you should stay clear of the door until he exits.

wasn't there a bug where a trigger wouldn't occur when the player was standing on a reload locator?
 
You can't EXIT the tavern? I thought you couldn't ENTER the shipyard. That's a new one! <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />

<!--quoteo(post=218563:date=Oct 23 2007, 10:29 AM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Oct 23 2007, 10:29 AM) [snapback]218563[/snapback]</div><div class='quotemain'><!--quotec-->wasn't there a bug where a trigger wouldn't occur when the player was standing on a reload locator?<!--QuoteEnd--></div><!--QuoteEEnd-->Yes. In Build 14 Alpha 7 Plus. Not in Build 13.
 
<!--quoteo(post=218556:date=Oct 22 2007, 07:06 PM:name=nexus)--><div class='quotetop'>QUOTE(nexus @ Oct 22 2007, 07:06 PM) [snapback]218556[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=218552:date=Oct 22 2007, 10:08 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 22 2007, 10:08 PM) [snapback]218552[/snapback]</div><div class='quotemain'><!--quotec-->Do you encounter a French officer when exiting the tavern? By the looks of the log, it could e that this encounter is never triggered. I think you're supposed to and after that you'll fight. Once you did that, the door should open.<!--QuoteEnd--></div><!--QuoteEEnd-->

I encounter the spy, Tobias, who looks like a French soldier. Then the other French soldiers arrive, and try to arrest us. Then the fight brokes out. And after the fight, Tobias says we should go to the shipyard to hide, but I can't get out of the tavern, because of the locked doors.

But I dont think its OK not to be able to exit the tavern AT ALL, even before speaking to anyone. It should be like any other visit to the tavern, right?
<!--QuoteEnd--></div><!--QuoteEEnd-->
Sorry Nexus, I didn't get that problem.

Going into the tavern, I checked the door before and after speaking to the bartender and it was open.
After speaking to Tobias, I got all the action with the French guards and immediately the dialog and Tobias as my officer.

The tavern door was still open.
I must mention that it was still daytime.
 
You won't belive this, but I have found a solution! <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />

The doors are still locked, but I talked to one of the patrons in the tavern. You know those guys can ask you to beat up a soldier who insulted them, right? So, I was trasfered out of the tavern to talk with the soldier!
And afterwards I just ran for the shipyard, and everything went smoothly. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

Just if anyone encounters the same problem...


PS. Later, I had to come back to the taver, and the doors were still locked. But the game automaticly transfers you outside, when you talk with that Frenchmen who is defecting to England, so that's not a problem.
Maybe the situation will be different when Oxbay is back in English hands... <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
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