Same issue as above. Tried reloading and playing again from a further save (carrying letter from Jamaica to Puerto Rico). Sinking or taking over Crimson Blood doesn't matter - both lead to the same problem. Might be linked to the fact that the Ammand quest was done before starting Sao Feng's or the trigger for the Maltese Knight leaving - is he supposed to disappear before or after talking to Bernard for the final time? Mine stays put the whole time. And are the 2 bodyguard women supposed to follow you around all the time without even being passengers (they even enter the church)?
The conversation with Bernard doesn't generate any relevant error logs. Any idea how to bypass this one point in the storyline?
If you have captured the Crimson Blood & the Maltese Knight (Jaoquin de masse ) is a companion - you have given him either the Crimson Blood or the Black Pearl to sail.
When you arrive back in Port Royale Jamaica after freeing Sao Fengs bodyguards and the Priest and returning priest to San Juan Church - Jaoquin de masse should sail away with the ship you gave him - you should talk to yourself on the jetty saying :
"What!? That looks like the Blood sailing away. DAMN YOU MASSE!",
and the Quest book should update with an entry under the Ship Stolen header. - Jaoquin de masse should be removed from your passengers / officers.
If Jaoquin de masse does not have a ship then I think he talks to you and leaves when you arrive on Port Royale jetty.
Then you go to see Father Bernard in Port Royale church and the soldiers should appear in the church.
I am not sure if Sao Fengs Bodyguards follow you into the church or not - but they should stay with you until you go back to Sao Feng and return them to him .
in the file both_reaction.c this code sets up the dialog with Father Bernard:--->>
Code:
case "return_priest_complete2":
pchar.quest.ANIMISTS = "completed";
//if (IsPassenger(characterFromID("Jaoquin de masse")) || IsOfficer(characterFromID("Jaoquin de masse")))
if (!LAi_IsDead(characterFromID("Jaoquin de masse")) || !LAi_IsDead(characterFromID("Mergildo Hurtado")))
{
pchar.quest.Jaoquin_back_church.win_condition.l1 = "location";
pchar.quest.Jaoquin_back_church.win_condition.l1.location = "Redmond_Church";
pchar.quest.Jaoquin_back_church.win_condition = "Jaoquin_back_church";
pchar.quest.ship_moor.win_condition.l1 = "location";
pchar.quest.ship_moor.win_condition.l1.location = "Redmond_port";
pchar.quest.ship_moor.win_condition = "Ship_moor";
pchar.quest.ship_moor1.win_condition.l1 = "location";
pchar.quest.ship_moor1.win_condition.l1.location = "Redmond_Shore_01";
pchar.quest.ship_moor1.win_condition = "Ship_moor1";
pchar.quest.ship_moor2.win_condition.l1 = "location";
pchar.quest.ship_moor2.win_condition.l1.location = "Redmond_Shore_02";
pchar.quest.ship_moor2.win_condition = "Ship_moor2";
}
pchar.quest.return_priest_complete3.win_condition.l1 = "ExitFromLocation";
pchar.quest.return_priest_complete3.win_condition.l1.location = "Muelle_Church";
pchar.quest.return_priest_complete3.win_condition = "return_priest_complete3";
break;
case "return_priest_complete3":
changeCharacterAddress(characterfromID("padre Domingues"), "Muelle_church", "goto11");
LAi_SetStayType(characterFromID("padre Domingues"));
Characters[GetCharacterIndex("padre Domingues")].dialog.CurrentNode = "First time";
break;
which is when you return the Priest to the San Juan Church & talk to him there.
it sets up this code in Father Bernard_dialog.c
Code:
if (CheckQuestAttribute("ANIMISTS", "completed") && npchar.quest.ANIMISTS != "completed")
{
dialog.snd = "Voice\FATB\FATB009";
dialog.text = DLG_TEXT[29];
link.l1 = DLG_TEXT[30];
link.l1.go = "destroyed_sekt";
}
case "destroyed_sekt":
if (CheckAttribute(Pchar, "ANIMISTS") == "women_returned")
{
if(AUTO_SKILL_SYSTEM)
{
AddPartyExpChar(pchar, "Leadership", 7000);
AddPartyExpChar(pchar, "Sneak", 70);
}
else { AddPartyExp(pchar, 7000); }
//PlayStereoSound("INTERFACE\took_item.wav");
//AddMoneyToCharacter(pchar, 15000);
dialog.snd = "Voice\FATB\FATB010";
dialog.text = DLG_TEXT[168];
link.l1 = DLG_TEXT[35];
link.l1.go = "exit";
npchar.quest.ANIMISTS = "completed";
CloseQuestHeader("Sao Feng");
addDialogExitQuest("guards_in_church");
}
else
{
if(AUTO_SKILL_SYSTEM)
{
AddPartyExpChar(pchar, "Leadership", 7000);
AddPartyExpChar(pchar, "Sneak", 70);
}
else { AddPartyExp(pchar, 7000); }
//PlayStereoSound("INTERFACE\took_item.wav");
//AddMoneyToCharacter(pchar, 15000);
dialog.snd = "Voice\FATB\FATB010";
dialog.text = DLG_TEXT[33];
link.l1 = DLG_TEXT[34];
link.l1.go = "exit";
npchar.quest.ANIMISTS = "completed";
//CloseQuestHeader("animists");
addDialogExitQuest("guards_in_church");
}
break;
which means the dialog with Father Bernard should be
"No. Let's talk about something else.",
"There's more - my men and I have destroyed the sect.",
followed by either
"The Lord has provided us with a miracle! However I have heard how you delt with my first request and can not have you getting away with impersonating a man of god.",
"I suppose you have called the guards, I will escape for I'm Captain Jack Sparrow",
or
"The Lord has provided us with a miracle! However I have heard how you delt with my first request and can not have you getting away with impersinating a man of god, also it appears you still have the women with you. I think you are the kidnapper!",
"I'm so sorry but I'm afraid I have to get to Singapore to return the women and you can't stop me. (THINKS: Damn Ammand the Corsair must have told him).",
and then the soldiers should arrive
The conversation with Bernard doesn't generate any relevant error logs. Any idea how to bypass this one point in the storyline?
Have you tried going & talking to Sao Feng after talking to Father Bernard - and see if the story continues ( SF bodyguards leave you etc )
![Cheers :cheers :cheers](/styles/emoticons/cheers.gif)