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Locked Tavern Door

So the tavern exit door remains locked even after the quest is over? Right. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
I'm looking through the quests_reaction.c code, but I can't quite understand what that code all does. Not to mention I'm looking at the Build 14 Alpha 8 WIP version of the file, so that doesn't help either. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
Yup...
I just came back to Oxbay, after it had been re-captured by the English, and the tavern doors are still locked. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
<!--quoteo(post=218844:date=Oct 25 2007, 04:58 AM:name=nexus)--><div class='quotetop'>QUOTE(nexus @ Oct 25 2007, 04:58 AM) [snapback]218844[/snapback]</div><div class='quotemain'><!--quotec-->Yup...
I just came back to Oxbay, after it had been re-captured by the English, and the tavern doors are still locked. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
You mean that you can't get into the tavern, right?
If so, go to your POTC\program directory and open/edit the file "console.c"
At the top of that file, right below <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> ref pchar = GetMainCharacter();
    ref ch;
    int i;<!--c2--></div><!--ec2-->
add this line<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Locations[n].reload.l11.disable = "0";<!--c2--></div><!--ec2-->
Then in game, go to Oxbay town area where the tavern is and press the F12 key.
This should unlock the tavern ... I hope!

Oh, if you mean the opposite, that you can get into the tavern but can't get out, use this line instead and press F12 while inside the tavern.<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Locations[n].reload.l1.disable = "0";<!--c2--></div><!--ec2-->
 
Thanks, Petros! <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
Thanks, Petros, I'll try that.
But, somehow this whole experience makes me never want to step foot on Oxbay anymore... <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />


Pieter, can I missuse this post to ask if there are gunsmiths in Build 13? Or any other way of making pistols better?
 
There are a bunch of blacksmiths in the Build. They can be found on each of the original stock game's islands except Oxbay. They increase the quality of the blades. Except for the Conceicao one. He's a gunsmith. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
True. But most weapons have got a quality in the game. Unless you turn that mod off, but that also turns the blacksmiths off.
 
Thanks! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Hola,

I second that bug. Just stumbled upon it, too. Will try code solution now.

Code solution from the inside did not work. Door remains closed. By the way, it closes the second you enter the tavern, before you spoke to anyone. Not good. This needs a fix.

Build 13.3

Oh, by the way: I remember the Falaise de Fleur store being a tad of a problem. Is it normal that it remains closed at all hours and you cannot buy or sell anything? Same with the tailor.

Adios,

Mad
 
Uh; No, that's not normal. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
Did Petros' suggestion up a few posts not re-open the door?
 
<!--quoteo(post=221388:date=Nov 14 2007, 10:53 AM:name=Madayar)--><div class='quotetop'>QUOTE(Madayar @ Nov 14 2007, 10:53 AM) [snapback]221388[/snapback]</div><div class='quotemain'><!--quotec-->Hola,

I second that bug. Just stumbled upon it, too. Will try code solution now.

Code solution from the inside did not work. Door remains closed. By the way, it closes the second you enter the tavern, before you spoke to anyone. Not good. This needs a fix.

Build 13.3

Oh, by the way: I remember the Falaise de Fleur store being a tad of a problem. Is it normal that it remains closed at all hours and you cannot buy or sell anything? Same with the tailor.

Adios,

Mad<!--QuoteEnd--></div><!--QuoteEEnd-->
The problem with the FdF tailor was an old one I experienced in Build 13, but not in Build 13 Final.
Could you tell us what version you are using and how you installed it?
 
Talking about tailors: I recall the Oxbay tailor disappearing after the French invasion and not coming back. Also I have not recently seen the QC tailor either in my Alpha game version. Very strange. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=221401:date=Nov 14 2007, 01:08 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 14 2007, 01:08 PM) [snapback]221401[/snapback]</div><div class='quotemain'><!--quotec-->.... Also I have not recently seen the QC tailor either in my Alpha game version. Very strange. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Oh Noooooo, say it ain't so!

I get all the best clothes form the QC tailor! <img src="style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />
 
I have no idea how that one got caused or if it in fact is a recurring bug; I just didn't see him last time I went there. Hopefully it'll be an easy fix. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
You know how fights often break out in such open places?

If a fight breaks out near the gates, and he get's in the way, unless he is set invincible, he might actually be killed.

I know this happens to Nigel, if you don't hire him, and later a fight breaks out.

In an older version where town folks would still wonder the Oxbay port during the "Escape with the Spy" mission, I saw Gregor Samsa die at the hands of the French troops.

Malcolm Hatcher used to die in that mission as well.
 
I'll check that next time. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
make them invincible just in case. although this would put a damper on those killing sprees. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Do you really NEED to kill the tailor? He's not exactly what you'd call wealthy. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
<!--quoteo(post=221437:date=Nov 14 2007, 02:53 PM:name=Morgan Terror)--><div class='quotetop'>QUOTE(Morgan Terror @ Nov 14 2007, 02:53 PM) [snapback]221437[/snapback]</div><div class='quotemain'><!--quotec-->make them invincible just in case. although this would put a damper on those killing sprees. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Perhaps not, at least in the case of the QC Tailor.
He doesn't have a sword AFAIK, so he doesn't actually get involved in fights and is therefore not attacked directly.
 
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