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Issues I've Posted
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NH - Standard - Reward for Silehard Kill - Capture
Posted 14 Jul 2010
At the end of the game after credits take Clement home & Danielle deciding to Stay - leave
Go the Port Royale & talk to new governor about reward for Killing - Capturing Silehard and Being friends with England again
New Governor is Henry Morgan
In dialog screen picture top left is John Clifford Brin
New governor has NO dialog for reward for Killing - Capturing Silehard or resetting personal relations with England --- just has standard Governor dialog.
The dialog you need is in Robert Christopher Silehard_dialog files
From Robert Christopher Silehard_dialog.c
case "First time": Dialog.defAni = "dialog_stay1"; Dialog.defCam = "1"; Dialog.defSnd = "dialogs\0\017"; Dialog.defLinkAni = "dialog_1"; Dialog.defLinkCam = "1"; Dialog.defLinkSnd = "dialogs\woman\024"; Dialog.ani = "dialog_stay1"; Dialog.cam = "1"; Dialog.snd = "dialogs\0\009"; if (CheckQuestAttribute("Silehard_meeting", "thefirst")) { d.Text = DLG_TEXT[0]; Link.l1 = DLG_TEXT[1] + GetMyFullName(PChar) + DLG_TEXT[2] + PChar.ship.name + DLG_TEXT[3]; Link.l1.go = "meeting"; // NK --> if(NPChar.id == "John Clifford Brin") { if(GetMusicScheme() == "PGMUS") SetMusicNoPause("music_govreward"); // PG // KK d.Text = DLG_TEXT[354] + GetMyFullName(PChar) + DLG_TEXT[355] + GetMyFullName(NPChar) + DLG_TEXT[356] + GetMyAddressForm(NPChar, PChar, ADDR_CIVIL, false, false) + DLG_TEXT[357]; Link.l1 = DLG_TEXT[358]; Link.l1.go = "Silehard_dead"; if(CheckAttribute(Characters[GetCharacterIndex("Robert Christopher Silehard")], "prisoned")) { Link.l1 = DLG_TEXT[359]; Link.l1.go = "Silehard_prison"; } }
leading to ->
case "Silehard_dead": d.Text = DLG_TEXT[399]; PlayStereoSound("INTERFACE\took_item.wav"); AddMoneyToCharacter(pchar, 200000); pchar.quest.silehard_defeat = "dead"; Link.l1 = DLG_TEXT[400]; Link.l1.go = "New_gov"; break; case "Silehard_prison": d.Text = DLG_TEXT[401]; Link.l1 = DLG_TEXT[402]; Link.l1.go = "Silehard_prison2"; break; case "Silehard_prison2": d.Text = DLG_TEXT[403]; PlayStereoSound("INTERFACE\took_item.wav"); AddMoneyToCharacter(pchar, 400000); pchar.quest.silehard_defeat = "prison"; RemovePassenger(Pchar,CharacterFromID("Robert Christopher Silehard")); Link.l1 = DLG_TEXT[400]; Link.l1.go = "New_gov"; break; case "New_gov": pchar.quest.danielle_asks = "true"; d.Text = DLG_TEXT[404] + GetMyName(Pchar) + DLG_TEXT[405]; Link.l1 = DLG_TEXT[406]; Link.l1.go = "NGservice"; Link.l2 = DLG_TEXT[407]; Link.l2.go = "exit"; break; case "NGservice": iNation = sti(NPChar.nation); sNation = iNation; stemp = DLG_TEXT[408] + GetMyName(Pchar) + DLG_TEXT[409] + XI_ConvertString(GetNationRoyalByType(iNation)) + DLG_TEXT[410]; // KK if(GetOldRank(PChar, iNation)) stemp += XI_ConvertString(GetNationRoyalByType(iNation)) + DLG_TEXT[411] + GetRankNameDirect(PChar, iNation, GetOldRank(PChar, iNation)) + "."; else stemp += DLG_TEXT[412] + XI_ConvertString(GetNationRoyalByType(iNation)) + DLG_TEXT[413]; d.Text = stemp; Link.l1 = DLG_TEXT[414]; Link.l1.go = "exit" if (ENABLE_FLAGS == 1) ReceiveLetterOfMarque(iNation); // KK SetRank(&PChar, iNation, GetOldRank(PChar, iNation)); AddDialogExitQuest("Story_Reward_For_Silehard"); break;
So you do not get the following dialog - from Robert Christopher Silehard_dialog.h
Quote
", so good to see you! I am Lord ",
", sent by His Majesty to arrest Silehard and bring him back to Britain; or, failing that, to deal more... directly... with him. You, ",
", have made my task much easier.",
"It was my pleasure, my lord.",
"It was my pleasure, my lord. In fact, I have a surprise for you!",
"Well, His Majesty will be sorry not to have Silehard in the Tower. But this was just as final. In fact, it is my pleasure to reward you for this service to Britain the hefty sum of 200,000 gold.",
"You are most generous, my lord.",
"Indeed?",
"Indeed. I captured Silehard; my men are bringing him here as we speak.",
"Oh, excellent! His Majesty will be most pleased. So pleased, in fact, that I am sure he will personally authorize my disbursing to you the hefty sum of 400,000 gold as a reward for such a service!",
"Generous service procures generous rewards, ",
".\nHis Majesty has also seen fit to entrust me with the Governorship of this island, calling me out of retirement; but I am always happy to serve His Majesty and Britain. But I digress. So from now on I shall be your representative with the Crown, giving you tasks and rewarding your service.",
"It would be an honor to serve a man as famous as yourself.",
"I am sure you will do well, my lord; but I am afraid I must be on my way.",
"You flatter me, ",
".\nNow, let us discuss your position. You were forced by Silehard's regrettable actions into hostility with our country; but ",
" knows this was through no fault of your own.",
" is therefore willing to take you back into service at your previous rank. Welcome back,
-
NH - Standard - To San Juan QB Header Closing Early
Posted 12 Jul 2010
When you are talking to Clement at the Lighthouse - about to sail & encounter storm ending up on Bonaire beach.
Quest book header To San Juan ( file where_are_i ) opens - text 11 posted and Header closed immediately.
As you continue the story the next entries are put under the header ok .
Just have to look for them as the header is among the closed ones
I think the code involved is this:-
From reseacher_dialog.c
case "blaze_search_danielle_again_2": Dialog.snd = "voice\REDI\REDI014"; dialog.text = DLG_TEXT[35]; link.l1 = DLG_TEXT[36]; link.l1.go = "exit"; if (pchar.quest.main_line != "blaze_search_danielle_again_10") { AddQuestRecord("Where_are_i", 11); AddDialogExitQuest("prepare_for_storm"); } break;
And quest_reaction.c
case "return_idol_from_frigate_complete": pchar.quest.return_idol_from_frigate1.over = "yes"; pchar.quest.return_idol_from_frigate.over = "yes"; Island_SetReloadEnableGlobal("Oxbay", true); bQuestDisableMapEnter = false; //CTM AddQuestRecord("Revenge_for_Silehard", "8"); ChangeCharacterAddress(characterFromID("researcher"), "oxbay_lighthouse", "goto24"); GiveItem2Character(pchar, INCAS_IDOL); if(AUTO_SKILL_SYSTEM) { AddPartyExpChar(pchar, "Leadership", 10000); } else { AddPartyExp(pchar, 10000); } if (ENABLE_FLAGS == 1) iForceDetectionFalseFlag = 0; // KK pchar.quest.main_line = "blaze_search_danielle_again"; pchar.quest.to_lighthouse_to_meet_danielle_before_storm.win_condition.l1 = "location"; pchar.quest.to_lighthouse_to_meet_danielle_before_storm.win_condition.l1.location = "Oxbay_lighthouse"; pchar.quest.to_lighthouse_to_meet_danielle_before_storm.win_condition = "to_lighthouse_to_meet_danielle_before_storm"; pchar.quest.before_storm.win_condition.l1 = "MapEnter"; pchar.quest.before_storm.win_condition = "before_storm"; break; case "prepare_for_storm": CloseQuestHeader("Where_are_i"); break; -
NH - Standard - Nigel Blythe - Arrival at Puerto Rico
Posted 27 Jun 2010
After killing the smugglers at Kralendijk jetty - I sail to Puerto Rico - Quest book supposed to update on Land Ho - Go to San Juan jetty and Quest Book updates again.
The quest book is not updating.
I think it is something to do with the class of the ship that Nigel steals from me so I have have changed the 7 to 8 for the new classes
In quest_reaction.c
case "Blythe_gone_ship":
if ((GetCharacterShipClass(CharacterFromID("Nigel Blythe")) < 7) && (GetCharacterShipClass(CharacterFromID("Nigel Blythe")) != -1)) // CTM
{
AddQuestrecord("nigel", 21);
RemoveCharacterCompanion(Pchar, &Characters[GetCharacterIndex("Nigel Blythe")]);
RemoveOfficersIndex(pchar, GetCharacterIndex("Nigel Blythe"));
//characters[GetCharacterIndex("Claudio Murena")].Dialog.Filename = "Murena_dialog.c";
//ChangeCharacterAddressGroup(CharacterFromID("Claudio Murena"), "Muelle_tavern", "sit", "sit2");
//LAi_SetSitType(CharacterFromID("Claudio Murena"));
characters[GetCharacterIndex("Ermegildo Caminero")].Dialog.Filename = "Caminero_dialog.c";
pchar.quest.nigel_away_for_ship = "begin";
Log_SetStringToLog(QUEST_MESSAGE6);
Pchar.quest.Nigel_Blythe1.win_condition.l1 = "location";
Pchar.quest.Nigel_Blythe1.win_condition.l1.location = "Muelle_port";
Pchar.quest.Nigel_Blythe1.win_condition = "Muelle_Blythe";
}
else
{
Pchar.quest.Nigel_Blythe_fourth_encounter_recharge.win_condition.l1 = "ExitFromLocation";
Pchar.quest.Nigel_Blythe_fourth_encounter_recharge.win_condition.l1.location = "IslaMuelle";
Pchar.quest.Nigel_Blythe_fourth_encounter_recharge.win_condition = "nigel_fourth_encounter";
}
break;
CHANGED TO :-->
case "Blythe_gone_ship":
if ((GetCharacterShipClass(CharacterFromID("Nigel Blythe")) < 8 ) && (GetCharacterShipClass(CharacterFromID("Nigel Blythe")) != -1)) // CTM - TALISMAN CHANGED FROM 7 TO 8 FOR NEW SHIP CLASSES
{
AddQuestrecord("nigel", 21);
RemoveCharacterCompanion(Pchar, &Characters[GetCharacterIndex("Nigel Blythe")]);
RemoveOfficersIndex(pchar, GetCharacterIndex("Nigel Blythe"));
//characters[GetCharacterIndex("Claudio Murena")].Dialog.Filename = "Murena_dialog.c";
//ChangeCharacterAddressGroup(CharacterFromID("Claudio Murena"), "Muelle_tavern", "sit", "sit2");
//LAi_SetSitType(CharacterFromID("Claudio Murena"));
characters[GetCharacterIndex("Ermegildo Caminero")].Dialog.Filename = "Caminero_dialog.c";
pchar.quest.nigel_away_for_ship = "begin";
Log_SetStringToLog(QUEST_MESSAGE6);
Pchar.quest.Nigel_Blythe1.win_condition.l1 = "location";
Pchar.quest.Nigel_Blythe1.win_condition.l1.location = "Muelle_port";
Pchar.quest.Nigel_Blythe1.win_condition = "Muelle_Blythe";
}
else
{
Pchar.quest.Nigel_Blythe_fourth_encounter_recharge.win_condition.l1 = "ExitFromLocation";
Pchar.quest.Nigel_Blythe_fourth_encounter_recharge.win_condition.l1.location = "IslaMuelle";
Pchar.quest.Nigel_Blythe_fourth_encounter_recharge.win_condition = "nigel_fourth_encounter";
}
break;
Which makes it work OK
-
NH Standard - Nigel Blythe - Unable to land at Port & Beaches
Posted 27 Jun 2010
Playing the Nigel Blythe sidequest.
After sinking the Pirate ship at Grenada. Sail to Bonaire and fight Smuggler ship.
After Sinking / capturing Smuggler ship I am supposed to go to Kralendijk, Bonaire and fight Smugglers on Jetty.
However after fighting the Smuggler ship I am not able to moor at the Port or any of the Beaches on Bonaire ( also I cannot enter the World Map )
This code is not being actioned ( I used the console to action it )
bQuestDisableMapEnter = false;
though it is there in the quest_reaction.c
case "Blythe_Battle": if (characters[GetCharacterIndex("Nigel Blythe")].ship.type != SHIP_NOTUSED_TYPE_NAME && (FindFellowTravellers(PChar, CharacterFromId("Nigel Blythe")) == FELLOWTRAVEL_COMPANION)) // PS { RemoveCharacterCompanion(Pchar, characterFromID("Nigel Blythe")); SetCharacterRemovable(characterFromID("Nigel Blythe"), true); // NK AddQuestrecord("nigel", 16); bQuestDisableMapEnter = true; Island_SetReloadEnableGlobal(PChar.location, false); PChar.quest.blythebattlelockedisland = PChar.location;// TIH store what island was locked Oct31'06 Log_SetStringToLog(QUEST_MESSAGE5); SetCharacterRelationBoth(GetCharacterIndex("Nigel Blythe"),GetMainCharacterIndex(),RELATION_FRIEND); SetCharacterRelationBoth(GetCharacterIndex("Nigel Blythe"),GetCharacterIndex("Pirates_7"),RELATION_ENEMY); Group_CreateGroup("Nigel Blythe"); Group_AddCharacter("Nigel Blythe", "Nigel Blythe"); Group_SetGroupCommander("Nigel Blythe", "Nigel Blythe"); Group_SetTaskAttack("Nigel Blythe", "Smugglers_corvette"); Group_SetPursuitGroup("Nigel Blythe", PLAYER_GROUP); Group_SetAddress("Nigel Blythe", "Douwesen", "quest_ships", "quest_ship_2"); Group_LockTask("Nigel Blythe"); Group_CreateGroup("Smugglers_corvette"); Group_AddCharacter("Smugglers_corvette", "Pirates_7"); Group_SetGroupCommander("Smugglers_corvette", "Pirates_7"); Group_SetTaskAttack("Smugglers_corvette", "Nigel Blythe"); Group_LockTask("Smugglers_corvette"); Group_SetPursuitGroup("Smugglers_corvette", PLAYER_GROUP); Group_SetAddress("Smugglers_corvette", "Douwesen", "quest_ships", "quest_ship_1"); Pchar.quest.Battle.win_condition.l1 = "NPC_Death"; Pchar.quest.Battle.win_condition.l1.character = "Pirates_7"; PChar.quest.Battle.win_condition = "Finish_battle"; Pchar.quest.Battle1.win_condition.l1 = "NPC_Death"; Pchar.quest.Battle1.win_condition.l1.character = "Nigel Blythe"; PChar.quest.Battle1.win_condition = "Finish_battle"; } else { Pchar.quest.Nigel_Blythe_third_encounter_recharge.win_condition.l1 = "ExitFromLocation"; Pchar.quest.Nigel_Blythe_third_encounter_recharge.win_condition.l1.location = "Douwesen"; Pchar.quest.Nigel_Blythe_third_encounter_recharge.win_condition = "Nigel_Blythe_third_encounter_recharge"; } break; case "Nigel_Blythe_third_encounter_recharge": Pchar.quest.Nigel_Blythe6.win_condition.l1 = "location"; Pchar.quest.Nigel_Blythe6.win_condition.l1.location = "Douwesen"; Pchar.quest.Nigel_Blythe6.win_condition = "Blythe_Battle"; break; case "Finish_battle": // TIH --> have it open up the island it locked before or open where the player currently is Oct31'06 if (CheckAttribute(PChar, "quest.blythebattlelockedisland")) { Island_SetReloadEnableGlobal(PChar.quest.blythebattlelockedisland, true); DeleteAttribute(PChar,"quest.blythebattlelockedisland"); } else { Island_SetReloadEnableGlobal(PChar.location, true); } //Island_SetReloadEnableGlobal(PChar.location, true); // TIH <-- if (!LAi_IsDead(characterFromID("Nigel Blythe"))) { //SetCompanionIndex(Pchar, -1, GetCharacterIndex("Nigel Blythe")); Pchar.quest.Battle2.win_condition.l1 = "location"; Pchar.quest.Battle2.win_condition.l1.location = "Douwesen_port"; Pchar.quest.Battle2.win_condition = "Smugglers_vs_Blythe"; AddQuestrecord("nigel", 18); } else { bQuestDisableMapEnter = false; AddQuestrecord("nigel", 17); } pchar.quest.Battle.over = "yes"; pchar.quest.Battle1.over = "yes"; break; case "Smugglers_vs_Blythe": pchar.quest.Battle1.over = "yes"; bQuestDisableMapEnter = false; //RemoveCharacterCompanion(Pchar, characterFromID("Nigel Blythe")); ChangeCharacterAddress(CharacterFromID("Nigel Blythe"), "Douwesen_port", "goto1"); LAi_SetActorType(characterFromID("nigel blythe")); /*NK*/ sld = LAi_CreateFantomCharacter(false, 0, true, true, 0.25, "corsair1", "goto", "goto2"); LAi_SetActorType(sld); sld.id = "offended_sm1"; /*NK*/ sld = LAi_CreateFantomCharacter(false, 0, true, true, 0.25, "corsair1_1", "goto", "goto1"); LAi_SetActorType(sld); sld.id = "offended_sm"; sld.Dialog.Filename = "Smugglers_vs_Blythe.c"; /*NK*/ sld = LAi_CreateFantomCharacter(false, 0, true, true, 0.25, "corsair1_2", "goto", "goto3"); LAi_SetActorType(sld); sld.id = "offended_sm2"; LAi_ActorDialog(CharacterFromID("offended_sm"), PChar, "", 10.0, 1.0); LAi_ActorFollow(CharacterFromID("offended_sm1"), pchar, "", 5.0); LAi_ActorFollow(CharacterFromID("offended_sm2"), pchar, "", 5.0); break; case "nigel_answer_to_smuggler": LAi_SetActorType(characterFromID("Nigel Blythe")); characters[GetCharacterIndex("Nigel Blythe")].dialog.currentnode = "smugglers"; LAi_ActorDialog(characterFromID("Nigel Blythe"), pchar, "", 1.0, 1.0); break; case "nigel_smugglers_fight_prepare": characters[GetCharacterIndex("offended_sm")].dialog.currentnode = "nigel_fight"; LAi_ActorDialog(characterFromID("offended_sm"), pchar, "", 1.0, 1.0); break; -
NH - Standard - Artois Voysey - Timer
Posted 22 Jun 2010
In Artois Voysey - after you rescue him in Grenada jungle - if you don't ask what his secret is.
Then the next time you arrive at certain Ports ( Port Royale, San Juan, Bridgetown, Kralendijk etc ) Artois will be shot on jetty.
You are then transported to Tavern - doctor tells you it will take 14 days for Artois to recover - transported to jetty & 14 days have been subtracted from the date
Instead of added.


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