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Messing with some NPC settings

Vallador

Landlubber
Yarr. Two (hopefully) quick questions (Build 13/3):

Where are the files governing the Mephisto line "StoryCharacters" located? I'm wanting to give her captain the Kazeite <i>Pearl</i> instead as I missed my chance to easily get it at the end of the game. I'm familiar with the code I need to change and the console command and all, I just don't know the Mephisto's captain's name or where to find his data.

This one may be trickier. I noticed a post that's kind of about this but got off topic and wasn't concluded. It would appear that Isenbrandt Jurcksen, the pirate leader on QC, stops responding to stimuli after you sink/capture his frigate <i>Dud</i> in the Sovereign battle (which you must do to get the quest entry and moor on KR or even leave as far as I can tell). Makes sense. I wouldn't want to talk to me either and of course the game wasn't designed to be played after the credits so in the stock game it doesn't matter what he does or doesn't do. I've been looking through his code trying to find a "reset button" but any suggestions would be great. Or just tell me that he's a vegetable after the credits, no way around it, and I'll be satisfied. Or name another NPC qualified to make me a pirate.

Please note: I'm not asking about pirate reaction or hoisting the flag or notoriety or fame or rank! It's not that Jurcksen is telling me to go away. There is absolutely no interaction.

Cheers!
 
The Mefisto's captain is "Dark Captain" in TempQuestCharacters.c. If you change his ship here though, you will need to start a new game for the change to take effect. You can also change it through the console. Not sure about Jurcksen's dialog. It'll need checking I suppose. You know where to find the dialog files? PROGRAM\DIALOGS.
 
HARR! Well, my first mistake was misspelling the name of his bloody ship in Find! Thanks. <img src="style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />

Aye, I'm looking there for Jurcksen's sociability issues, though admittedly, I don't know what I'm looking for. I'll try some things out and get back to you. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

EDIT: What I'm working on now is actually excluding I.J. from the final battle, but I'm not having any luck. I'm in <i>PROGRAM\QUESTS\quests_reaction.c</i> starting at the comment "// PS gen chars and ships-->" where all of his interaction with the quest seems to be coded. Whatever I tweak or remove has no effect on the ships present in the battle or the win condition.
 
Perhaps making modifications there requires you to start a new game?
 
To quote Norrington, "So it would seem." And I haven't yet found a suitable bit of code to use in the console to that effect either. I'm just not familiar enough with what will work in console and how it has to be written, but I'm not adverse to guessing like a maniac! On the agenda for today are my feeble attempts to (through console) reset I.J. to "Diag.CurrentNode = "first time"", change his type for no particular reason, give his dialog to another pirate (which I can do easily, but I'm not sure it works the same way), and somehow console my way into altered .win_condition code for the KR battle.

Thanks for the input. Unfortunately, at this point, I'd rather not play through the whole main quest again so I'm hoping I can get something working either through console.c or by reinitializing. Don't make too much fun of me if all of my ideas are patently ridiculous! <img src="style_emoticons/<#EMO_DIR#>/monkeydance.gif" style="vertical-align:middle" emoid=":mi" border="0" alt="monkeydance.gif" />
 
The following line might help:
Characters[GetCharacterIndex("Isenbrandt Jurcksen")].dialog.currentnode = "First time";

You can use a similar line to change any other character attribute through the console.
 
HA! Well, this bit of code in the console will make I.J. talk to me again!

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->ch = CharacterFromID("Isenbrandt Jurcksen");  
LAi_SetStayType(ch);<!--c2--></div><!--ec2-->

Whether or not he's actually doing what he should... I need to test a bit more. Here's what's happened so far.

Case 1: Freebooter, hostile with everyone but Portugal (neutral) and Spain (wary) -> able to join, decreased Portugal to wary, but left all others unchanged. Despite log entry saying Pirate - Neutral, they are still hostile on Relations menu and in practice. Probably fixable "hoisting the colors" in an already-going battle.

Case 2: Promising Pirate, hostile with everyone but Pirates (neutral) -> addresses me, which is an improvement but is too busy to let me join up.

Refresh me again on exactly what changes are suppose to take place upon joining the Pirates? Ha, I don't even know what I'm looking for!

Thanks and cheers!
 
When joining the pirates, two things happen:
1) All nations become histile
2) Your own nation is set to pirate (enables you to buy pirate ships in the pirate shipyards when your fame is high enough)

You can only join the pirates if your fame is high enough. Otherwise Isenbrandt will be "busy".
 
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