I've rescued Capitaine Chevalle's crew and returned to Tortuga, where I get a questbook entry about Will Turner organising an expedition and suggesting I visit his house. When I do, I'm stuck, the reason being I'm waiting for Will Turner to talk to me, which he won't be doing because he isn't there.
Is there any reason for this line to be in the "Jack Sparrow" version of "blaze_dialog.c"?
That's what's causing the trouble - "Jackpot_start_search" is the opening of the standard "Silver Train" sidequest, which writes the questbook entry and unlocks Will Turner's house.
Ignoring that advice, then, I head for the tavern and talk to the keeper, who tells me a French captain was seen heading for the brothel. (I normally have them enabled in "Options", partly in case I'm playing a storyline which needs them and partly as an alternative place to spend a night.
) Upstairs are Chevalle and Villaneuva, who don't say much but suddenly I've got a new ship and a new quest. Here's why:
So quest case "MeetTurner" is triggered. The snag is that not only does "MeetTurner" exist in "both_reaction.c", it is also the quest case for the standard version in "quests_side.c", and it's probably the latter which takes precedence. The only way I can progress the quest is to actively talk to Villaneuva myself.
I've tried correcting this by commenting out that 'AddDialogExitQuest' line in "blaze_dialog.c", and renaming the quest case in "both_reaction.c" to "MeetVillanueva". That seems to have done the trick - I don't get the misleading questbook line about Will Turner, and when I go to the brothel room, Villaneuva is the one to initiate dialog, in which he introduces the quest properly. Assuming this doesn't break anything further along in the storyline, this sidequest should now work a bit better. (It probably originally worked correctly. Originally the standard sidequests were only available in "Tales of a Sea Hawk" so there was no confusion. I suspect this hasn't worked properly since all the sidequests were separated out.)
Is there any reason for this line to be in the "Jack Sparrow" version of "blaze_dialog.c"?
Code:
case "Where Chevalle":
Dialog.Text = DLG_TEXT[285];
Link.l1 = " ";
Link.l1.go = "exit";
AddDialogExitQuest("Jackpot_start_search"); // <-- This line
AddQuestRecord("Chevalle", 11);
break;
Ignoring that advice, then, I head for the tavern and talk to the keeper, who tells me a French captain was seen heading for the brothel. (I normally have them enabled in "Options", partly in case I'm playing a storyline which needs them and partly as an alternative place to spend a night.

Code:
if (IsBrothelEnabled())
{
ChangeCharacterAddressGroup(CharacterFromID("Captaine Chevalle"), "Tortuga_Brothel_room", "goto", "locator2");
Pchar.quest.meetturner.win_condition.l1 = "location";
Pchar.quest.meetturner.win_condition.l1.location = "Tortuga_Brothel_room";
PChar.quest.meetturner.win_condition = "MeetTurner";
}
I've tried correcting this by commenting out that 'AddDialogExitQuest' line in "blaze_dialog.c", and renaming the quest case in "both_reaction.c" to "MeetVillanueva". That seems to have done the trick - I don't get the misleading questbook line about Will Turner, and when I go to the brothel room, Villaneuva is the one to initiate dialog, in which he introduces the quest properly. Assuming this doesn't break anything further along in the storyline, this sidequest should now work a bit better. (It probably originally worked correctly. Originally the standard sidequests were only available in "Tales of a Sea Hawk" so there was no confusion. I suspect this hasn't worked properly since all the sidequests were separated out.)