• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Need Help Updating the Russian Translation

1) The Charlestown residence doesn't seem to have enough guards.
2) The same governor gave me a letter of marque, but Lord Barham did not have a dialogue. This is strange because I have a record of obtaining a letter of marque and I even tried to upgrade to "Senior Lieutenant", but it didn't work. The letter of marque itself does not appear in my inventory. I have attached 2 saves: Senior Lieutenant - where I reached the rank. And Pelagius Lizarraga is where I need to talk to him about the quest.
 

Attachments

  • 1768862883345.png
    1768862883345.png
    809.8 KB · Views: 27
  • Senior Lieutenant.7z
    634.3 KB · Views: 14
  • Pelagius Lizarraga.7z
    635.7 KB · Views: 33
  • 1768864051616.png
    1768864051616.png
    848.7 KB · Views: 28
1: True, almost no soldiers are assigned to fixed locations. Most are walking around town.
2: Letters of marque never appear in the inventory. Instead, press F2 and look at "International Relations". If you have no letter of marque for England, the line for England will probably say "Friendly", "Neutral" or "Hostile". If you do have a letter of marque, it will say "Letter of Marque". If you have been promoted, it will show your rank. If you are due for a promotion, the line will be green. There should be a similar line for Spain because the Vice Admiral gave you a letter of marque very early in the game.

Lord Barham does have a dialog but you can not see all of it. You only see two choices - reject the escort mission or accept it. The picture shows the second choice in white, so you pressed a key to go down. Press it again to see a third choice

You must have an English letter of marque, otherwise you would not see those lines.
 
2: Letters of marque never appear in the inventory. Instead, press F2 and look at "International Relations". If you have no letter of marque for England, the line for England will probably say "Friendly", "Neutral" or "Hostile". If you do have a letter of marque, it will say "Letter of Marque". If you have been promoted, it will show your rank. If you are due for a promotion, the line will be green. There should be a similar line for Spain because the Vice Admiral gave you a letter of marque very early in the game.
In the save that I attached, for some reason, I lost the Spanish letter of marque. I decided to apologize to Spain and get a new letter of marque, but it also did not give me option 3. I started at the point where I needed to talk to Pelagius Lizarraga and made sure that I had 2 letters of marque and it worked, I had 3 options.
This is very strange, in the last passage I also had problems with this quest. The admiral doesn't always see your letter of marque.
 
The Spanish letter of marque does not matter here. The Vice Admiral gives you a letter of marque because he expects you to attack ships hostile to Spain. Lord Barham, being English, doesn't care if you have a Spanish letter of marque, except that if you've been attacking English ships then England is probably hostile to you, and so is Lord Barham.

If you have bought an English letter of marque, the dialog should go like this:
Lord Barham said:
"I desire you, sir, to lower your voice to a discreet level. A.. (cough) guest of mine is resting in the adjacent room. Exhausted by.. (cough) social events. So what is your desire, sir?"
Player said:
<Option 1>Oh, awfully sorry to disturb your affair.. (cough) social affairs, I mean. I'd better take my leave.. discreetly, of course.
<Option 2>I am <your name>, and I desire to enquire if you have any tasks for me and my fighting ship.

Option 1 ends the dialog. If you have an English letter of marque, option 2 continues the dialog:
Lord Barham said:
Oh, how boring. Yet another privateer who thinks the Caribbean is full of fat prizeships waiting only for him. Sir, I have the whole Leeward Islands squadron at my discretion, and every naval commander is only too eager to go on a cruise. Do you really believe I'd give any profitable mission to you instead of my cron.. (cough) loyal followers?
Player said:
Is there really nothing I can do for you?
Lord Barham said:
"Well, there is one favour that you could do me - and believe me, those who do me a favour are being favoured in this port. There are always nagging merchant captains who demand ships to escort them. Oh, how those common traders bore me, nothing but peddlars, they simply lack any style. Too timid to sail on their own, too stingy to man and arm their ships for selfdefense. One such merchant has become a real pest, always calling in the morning when a gentlemen with manners is supposed to lie in the arms of his mist.. (cough) Morpheus, always nagging me for lack of zeal, threatening to blast my career by means of his influence at court.. I'd be much obliged if you could rid me of this nuisance by escorting him - as far away from me as possible.
Player said:
<Option 1>So you give me the menial tasks that your flashy cronies look down upon? No, thank you. I will rather go for ENEMY merchants.. those full of gold and plunder.
<Option 2>Well, an escort mission is better no task at all.. especially if I can be of service to Your Lordship.
<Option 3>Admiral, I think you underestimate my abilities as Captain. I insist.. Let me prove I can REALLY work for you.
Option 3 only appears if you're playing "Assassin", only after you have talked to Pelagius Lizarraga, and only if you go down past option 2. If you go straight to the admiral without talking to Pelagius Lizarraga first, option 3 will not appear at all. Talking to Pelagius Lizarraga sets a quest attribute and Barham's dialog file checks that attribute before showing option 3.
 
You need to turn off the combat mode, otherwise you can enter the temple and break the quest. It might also be worth blocking the entrance there until we are at sea.
PROGRAM\Storyline\Assassin\quests\quests_reaction.c
case "depois_combate":
LAi_SetFightMode(PChar, false);
 
Certainly add 'LAi_SetFightMode(PChar, false);' to case "depois_combate" to allow the dialog to happen right away. Blocking the temple entrance should not be necessary because the dialog with Jeremy Tripper ends by triggering case "French_Ship_Khael", which sends you to sea and blocks landing back on the island until you have defeated the French ship. After that, you can land back on Cozumel and go into the temple if you like. You can't go through the teleports like in "Tales of a Sea Hawk" because they haven't been set up, but you can explore the labyrinth. It shouldn't break the story because the next part triggers when you arrive at St. John's port on Antigua.
 
Do I need to add the names of these ships to "RESOURCE\INI\TEXTS\RUSSIAN\Storyline\Assassin\storyline_strings.txt" if they are located in "RESOURCE\INI\TEXTS\RUSSIAN\Storyline\storyline_strings.txt"? Will they be translated?
These ships: "La Licorne", "Mordaunt", "Unicorn".
 
If they're in "RESOURCE\INI\TEXTS\RUSSIAN\Storyline\storyline_strings.txt" then they should be translated. Function 'TranslateString' searches these files in "RESOURCE\INI\TEXTS\RUSSIAN", in this order:
"common.ini"
"interface_strings.txt"
"characters_names.txt"
"Storyline\Assassin\characters_names.txt"
"ItemsDescribe.txt"
"Storyline\Assassin\ItemsDescribe.txt"
"GoodsDescribe.txt"
"Storyline\storyline_strings.txt"
"Storyline\Assassin\storyline_strings.txt"

So not only do you not need to add the ships to "Storyline\Assassin\storyline_strings.txt", they won't be read from there even if you do. The function will find them in "Storyline\storyline_strings.txt" first and then finish.
 
1) Add to "PROGRAM\Storyline\Assassin\quests\quests_reaction.c" - case "acaba_mona": after Group_DeleteGroup("English_Captain4_Ship");
StartQuestMovie(true, false, false);TrackQuestMovie("start","acaba_mona");
DisableFastTravel(true);
Also:
Add to case "village_fight_fim":
EndQuestMovie();TrackQuestMovie("end","acaba_mona");
DisableFastTravel(false);
LAi_SetFightMode(PChar, false);
This blocks the fast travel and doors while the soldier is talking to Benavides. It also blocks the exit from the settlement into the jungle. If you go into the jungle, the soldiers will disappear and you will never talk to Padilla.

Add to case "sabana_fight_fim":
LAi_SetFightMode(PChar, false);
2) Add to case "where_berend":
StartQuestMovie(true, false, false);TrackQuestMovie("start","where_berend");
DisableFastTravel(true);

case "berend_fight_fim":
LAi_SetFightMode(PChar, false);

case "berend_on_ship":
EndQuestMovie();TrackQuestMovie("end","where_berend");
DisableFastTravel(false);
You can't go to other locations here either, otherwise the soldiers you need to kill will disappear.

3)Add to case "rejoindre_battle":
DisableFastTravel(true);
case "quitter_oranjestad":
DisableFastTravel(false);
Fast travel was not disabled during the siege.
4) "Exit from Oranjestad" - not translated.
5) There is no tavern keeper in the Isla Mona tavern, and because of this, it is impossible to get into the commander's house, where Chico is being held.
 

Attachments

  • 1769390997147.png
    1769390997147.png
    738 KB · Views: 19
  • 1769391380612.png
    1769391380612.png
    726.8 KB · Views: 19
  • 1769391402696.png
    1769391402696.png
    651.6 KB · Views: 24
Last edited:
1: Possibly put the 'EndQuestMovie', 'TrackQuestMovie' and 'DisableFastTravel(False)' into case "Dutch_Sabana" to make sure you can't escape before Enrique Padilla talks to you.

Also, @Bartolomeu o Portugues: instead of putting all the Spanish soldiers, including Enrique Padilla, into AI group "VILLAGE_SOLDIERS", perhaps put them into LAI_GROUP_PLAYER instead. Otherwise, if you or an officer accidentally hits one of the Spanish soldiers in the battle, the whole lot will turn against you.

4: "PROGRAM\Storyline\Assassin\Locations\init\QuestLocations.c": in the definition for "Quest_Oranjestad_exit", change:
Code:
locations[n].id.label = "Exit from Oranjestad";
... to...
Code:
locations[n].id.label = "Exit from #stown_name#";
That is translated, it's the same as in the normal "Oranjestad_exit" in "PROGRAM\Locations\init\Aruba.c". "#stown_name#" should be filled in correctly because "Quest_Orangestad_exit" has the 'townsack' attribute set. But this will not take effect until you start a new game.
 
Add to case "Bart_grenadabis3":
DisableFastTravel(true);
case "quitter_saojorge":
DisableFastTravel(false);
Fast travel should be disabled, as we just need to exit the tavern. And also on the ship.
 
Fair enough - teleporting to other places in town such as the store probably won't do any harm, but it could delay the quest if the player teleports to the ship and then sails away. Perhaps use 'bQuestDisableSeaEnter = true;' instead? Then the player can teleport around Sao Jorge to buy things, go back to the ship to get things from the locker, but can't sail away.

Are you able to teleport from the Santiago deck when you are arresting the crew?

Also, could you upload your latest translation files? I'd like to include them in the next update, and I'd like to upload that by the end of this week.
 
Last edited:
Perhaps use 'bQuestDisableSeaEnter = true;' instead? Then the player can teleport around Sao Jorge to buy things, go back to the ship to get things from the locker, but can't sail away.
The player can safely buy something before talking to the innkeeper or after capturing the crew. I don't think he should be allowed to walk around the town. Elting tells Butcher to get out of the tavern and onto the street.
Are you able to teleport from the Santiago] deck when you are arresting the crew?
Yes, fast travel works, I can go to the deck of my ship before talking.
 
Last edited:
After talking to Benavides, we should leave him through the door, not through a fast travel. Disabling fast travel will allow us to talk to Butcher.
case "Governor_Puerto":
DisableFastTravel(true);
case "Governor_Puertobis2":
DisableFastTravel(false);
 
Other improvements:
case "wait_roxannebis":
DisableFastTravel(true);
case "Win_Roxy":
LAi_SetFightMode(PChar, false);
case "Roxanne_captive2":
Locations[FindLocation("Eleuthera_townhall")].reload.l1.disable = true;
case "roxanne_in_jail2":
Locations[FindLocation("Eleuthera_townhall")].reload.l1.disable = false;
case "fight_bartolomeu":
LAi_SetFightMode(PChar, true);
case "revenir_havana":
DisableFastTravel(false);
case "Padilla_morto":
LAi_SetFightMode(PChar, false);
case "join_guibert":
DisableFastTravel(false);
 
I've made all the alterations you suggested. Here's the current version of "quests_reaction.c".

Could you upload your most recent translation files, please? Especially a version of "interface_strings.txt" with the new lines for the Bridgetown naval locations. I'm going to update the documentation, after which I hope to release the update today.
 

Attachments

  • quests_reaction.c
    292.8 KB · Views: 14
Got them. There's still a copy of "quest_smuggler_02_dialog.h" in "PROGRAM\Storyline\standard\dialogs\RUSSIAN", which is out of date and no longer needed. You also have a copy in "PROGRAM\DIALOGS\RUSSIAN" and that one is correct.

Your files do not contain "RESOURCE\INI\TEXTS\RUSSIAN\QUESTBOOK\rank_restoration.txt". Mine do! You must have uploaded it separately to the forum but have not put it into your file collections.

Uploading the update now...
 
Got them. There's still a copy of "quest_smuggler_02_dialog.h" in "PROGRAM\Storyline\standard\dialogs\RUSSIAN", which is out of date and no longer needed. You also have a copy in "PROGRAM\DIALOGS\RUSSIAN" and that one is correct.
I deleted the extra file.
Your files do not contain "RESOURCE\INI\TEXTS\RUSSIAN\QUESTBOOK\rank_restoration.txt". Mine do! You must have uploaded it separately to the forum but have not put it into your file collections.
I had it in "RUSSIAN\Storyline\standard\QUESTBOOK", now everything is fixed.

As I understand it, I should also delete "smuggler_line.txt "from "RUSSIAN\Storyline\standard\QUESTBOOK" and add it to "RUSSIAN\QUESTBOOK"?
 
Last edited:
Back
Top