In the Animist side quest you need to go fight two ships and then escort a barque back to San Juan. It all went normally until the last ship was sunk and you are transported to the tavern to talk. No one is there to talk to.
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It is a stock game sidequest and Cuba didn't exist in the stock game. It has always been Barbados there.I know this is going to be a stupid question - but I will ask it anyway - the barque you escort back to San Juan - you meet this of the coast of Cuba.
It is a stock game sidequest and Cuba didn't exist in the stock game. It has always been Barbados there.
Cuba may be specifically for the Jack Sparrow sidequest.
Yes that is because the stay1 locator is in a group waitress not tables (not my doing!) - so the waitress can't find it - she still seems to wander about OK though.@pedrwyth, does the above ring any bell to you?Code:!!! Reload to Greenford_tavern (index=122) SetCharacterTask_GotoPoint -> locator 'stay1' in group 'tables' not found
ChangeCharacterAddressGroup(characterFromID("Mergildo Hurtado"), "Greenford_tavern", "candles", "sit3");
This now included in here: Mod Release - Build 14 Beta 4 Internal WIP For Testing | Page 7 | PiratesAhoy!However the answer to the problem is that Greenford is a Medium tavern and the character you are to talk to (Mergildo) is hard coded to go to one of the locators I changed recently - so now he isn't placed. His sit group locator is now in candles - so I've tweaked the code and here's the replacement file.
@Hylie Pistof: Which game version are you currently running?
You haven't had these nasty "no encounters/CTDs/unarmed characters/complete insanity" problems that some other people reported, have you?
Then you DO have the "scary game version".
I hope you'll remain lucky!![]()
Quite a lot in there, but nothing excessively scary. That's good, that is!Well, I just played on Martinique a bit, sailed to Barbados and went into the dungeon for a successful treasure quest, and then sailed to Grenada. Here are my logs.
Just to confirm, I see you changed a bunch of "sit" locators to "candles" in the code.Right been through the common quest files and those for specific storylines looking for sit locator problems (except woodes rogers and gold bug because I think they pretty much will have their own locations). So here is (another - slightly different) revised quests_side. c and four quests_reaction.c for particular plotlines (freeplay, devlin and hornblower seemed to avoid any problems).
I hope so!Just to confirm, I see you changed a bunch of "sit" locators to "candles" in the code.
But you also changed at least one from "candles" back to "sit" and changed some "sit" ones to other "sit" ones.
That is all correct, right?