During a recent play through "Tales of a Sea Hawk", I had Marc Blacque and Virginie d'Espivant as passengers. The problem was that they shouldn't have been passengers because I'd completed both quests - I hadn't hired Marc so he should have been in St. Pierre story, and Virginie was last seen heading for the governor's residence before finding a ship back to France.
The reason for the problem was Silehard's second mission, specifically the part where you take a defecting French frigate to Port Royale, while your own ship makes its own way there carrying all your passengers and crew. Both Marc and Virginie were passengers at that point. Then, after escaping Speightstown, I went to Martinique and completed both quests. Back at Port Royale, all passengers were restored - including Marc and Virginie, who'd been stored along with the rest at Speightstown.
Fixing Marc Blacque was easy. The part in "PROGRAM\DIALOGS\milon blacque_dialog.h" which allows you to say that you've brought Marc home now checks if he's a passenger.
Virginie was a little more complicated because her quest goes different ways depending on what you do to her. A couple of endings resolve before you return to your ship so she never becomes a passenger in the first place. Others end up with you talking to the governor of St. Pierre, so I edited "PROGRAM\DIALOGS\Joseph Claude Le Moigne_dialog.c" and put another check for Virginie being a passenger around the entire block of case "quests" which deals with her. Then there's the tavern incident to consider. And it turns out that "PROGRAM\QUESTS\quests_check.c" has several types of check that nobody seems to have used before, one of which is a check that someone is a passenger. Those parts of the quest which aren't handled in dialog are in "PROGRAM\QUESTS\quests_common.c", and in particular, quest case "gambled_girl_to_FdF" which sets a trigger for things to happen when you go to the tavern. So I added a check that Virginie is a passenger:
And then I started a new game of "Tales of a Sea Hawk", making sure both Marc Blacque and Virginie d'Espivant were passengers before heading to Bridgetown for the second mission. If I went to Martinique after escaping with the frigate, I couldn't tell Milon Blacque that I'd brought Marc home, nothing happened in the tavern, and the governor had nothing to say about Virginie d'Espivant. If I went to Martinique before reaching Bridgetown, or after I'd returned to Port Royale with the frigate and got my own ship back, then I was able to give Milon the good news, and Virginie had her encounter with Raymond Bouchez.
Poor Virginie. Her story in this can be described as a series of unfortunate events. First she leaves her family to go chasing after her lover. Then she's taken by pirates. Then she's passed around as a gaming prize. And when she finally meets her intended, he dumps her in favour of the local bar wench. The way her luck's been going, it wouldn't be surprising if her ship back to France is either captured again or sunk in a storm. So, given that all this started with Virginie being an unintended passenger, I'm giving her another choice and the player a chance of a different reward for being nice to her:

It's not quite that simple. The dialog continues through a couple more stages and at each one, you need to say the right thing, otherwise she decides to go home. If you get it right, you need to give her time to consider. You're free to spend the time however you like provided you don't sail away from Martinique because if you do, Virginie thinks you've abandoned her and you won't see her again. You can sail around the island, e.g. from port to beach for a bit of smuggling; just don't go to worldmap or direct-sail to another island. And none of this is going into the questbook, so it's up to you to remember that someone is waiting for you.
Incidentally, Virginie d'Espivant doesn't look like she used to. @Nita recently provided a new character model which is a retexture of a model from CoAS called "BaynesDaughter". Both that and the original version are going into the next update. I've no idea who Bayne(s) is as I don't have CoAS, but original "BaynesDaughter" has a blue dress with a white shawl. So does PoTC's "towngirl1", which is used for a lot of characters, including Virginie plus four more in St. Pierre alone - two permanent residents and two other quest characters. "BaynesDaughter" will be an alternative for "towngirl1" and Virginie will be the first character to use it.
The reason for the problem was Silehard's second mission, specifically the part where you take a defecting French frigate to Port Royale, while your own ship makes its own way there carrying all your passengers and crew. Both Marc and Virginie were passengers at that point. Then, after escaping Speightstown, I went to Martinique and completed both quests. Back at Port Royale, all passengers were restored - including Marc and Virginie, who'd been stored along with the rest at Speightstown.
Fixing Marc Blacque was easy. The part in "PROGRAM\DIALOGS\milon blacque_dialog.h" which allows you to say that you've brought Marc home now checks if he's a passenger.
Virginie was a little more complicated because her quest goes different ways depending on what you do to her. A couple of endings resolve before you return to your ship so she never becomes a passenger in the first place. Others end up with you talking to the governor of St. Pierre, so I edited "PROGRAM\DIALOGS\Joseph Claude Le Moigne_dialog.c" and put another check for Virginie being a passenger around the entire block of case "quests" which deals with her. Then there's the tavern incident to consider. And it turns out that "PROGRAM\QUESTS\quests_check.c" has several types of check that nobody seems to have used before, one of which is a check that someone is a passenger. Those parts of the quest which aren't handled in dialog are in "PROGRAM\QUESTS\quests_common.c", and in particular, quest case "gambled_girl_to_FdF" which sets a trigger for things to happen when you go to the tavern. So I added a check that Virginie is a passenger:
Code:
pchar.quest.gambling_with_girl = "to_FDF";
pchar.quest.gambled_girl_comes_to_FDF_tavern.win_condition.l1 = "location";
pchar.quest.gambled_girl_comes_to_FDF_tavern.win_condition.l1.location = "Falaise_De_fleur_tavern";
pchar.quest.gambled_girl_comes_to_FDF_tavern.win_condition.l2 = "passenger";
pchar.quest.gambled_girl_comes_to_FDF_tavern.win_condition.l2.npc = "Virginie d'Espivant";
pchar.quest.gambled_girl_comes_to_FDF_tavern.win_condition = "gambled_girl_comes_to_FDF_tavern_complete";
And then I started a new game of "Tales of a Sea Hawk", making sure both Marc Blacque and Virginie d'Espivant were passengers before heading to Bridgetown for the second mission. If I went to Martinique after escaping with the frigate, I couldn't tell Milon Blacque that I'd brought Marc home, nothing happened in the tavern, and the governor had nothing to say about Virginie d'Espivant. If I went to Martinique before reaching Bridgetown, or after I'd returned to Port Royale with the frigate and got my own ship back, then I was able to give Milon the good news, and Virginie had her encounter with Raymond Bouchez.
Poor Virginie. Her story in this can be described as a series of unfortunate events. First she leaves her family to go chasing after her lover. Then she's taken by pirates. Then she's passed around as a gaming prize. And when she finally meets her intended, he dumps her in favour of the local bar wench. The way her luck's been going, it wouldn't be surprising if her ship back to France is either captured again or sunk in a storm. So, given that all this started with Virginie being an unintended passenger, I'm giving her another choice and the player a chance of a different reward for being nice to her:

It's not quite that simple. The dialog continues through a couple more stages and at each one, you need to say the right thing, otherwise she decides to go home. If you get it right, you need to give her time to consider. You're free to spend the time however you like provided you don't sail away from Martinique because if you do, Virginie thinks you've abandoned her and you won't see her again. You can sail around the island, e.g. from port to beach for a bit of smuggling; just don't go to worldmap or direct-sail to another island. And none of this is going into the questbook, so it's up to you to remember that someone is waiting for you.
Incidentally, Virginie d'Espivant doesn't look like she used to. @Nita recently provided a new character model which is a retexture of a model from CoAS called "BaynesDaughter". Both that and the original version are going into the next update. I've no idea who Bayne(s) is as I don't have CoAS, but original "BaynesDaughter" has a blue dress with a white shawl. So does PoTC's "towngirl1", which is used for a lot of characters, including Virginie plus four more in St. Pierre alone - two permanent residents and two other quest characters. "BaynesDaughter" will be an alternative for "towngirl1" and Virginie will be the first character to use it.
Last edited:






