Hraktuus
@hraktuus
Active 3 years, 7 months agoForum Replies Created
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April 11, 2017 at 11:11 pm #3969HraktuusParticipant
I’m glad fixing the mummy powder crash led to the fixing the disappearing items in general! I look forward to testing the next patch and proceeding with the French questline.
With the auto-equip, I thought the NPC officers had already done that according to some damage to weight ratio (or for pistols, damage per second). If it was imperfect, I can understand the change. It’s just sometimes annoying as the player character, but it’s only a minor annoyance, so I really don’t mind that much. I wouldn’t mind having an option even if I did have to start a new game for it though (like auto-reload pistols and dynamic v tactical battles). If we reach a version of the mod that isn’t savegame compatible with older versions, then that could be an option added at that point. I’m going to have to start a new Peter Blood game as it is what with the errors I caused! If you can add a toggle that will be great, but there’s no rush.
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April 10, 2017 at 1:09 am #3960HraktuusParticipant
Well, sure enough I tried to reproduce the sky bug in the way I described above, around three different islands even (Tortuga, Nevis, and Trinidad), and I could not reproduce it. It does usually show up during those times for me.
I did notice one odd thing. During sunrise a sky texture can sometimes appear that makes it seem like the sun is rising in the West (clouds with the sun shining through even though the sun is currently rising in the east). Other than that I just noticed the line between texture boxes (but they were the right textures and the line was barely visible). So nothing out of the ordinary.
Anyways, I needed to do another bug report. All of this was done after a clean install of the mod with the latest update applied. I realize another patch is coming very soon, so I may need to retest some of this after that is released to see if it is fixed or not.
-When Peter Blood is encountered in a tavern offering you a quest, his ship’s name will be error. It has no name when traveling to it at sea, and upon capturing it it also appears as error. No doubt this has to do with Peter Blood being assigned no ship due to his questline. However, I remember in previous versions of the mod his ship being named Arabella. Note this did happen near the very beginning of my newest playthrough.
-My player character (Blaze Devlin) disappeared in a tavern and subsequently anywhere else after upgrading his skills. It was determined that the musketoon was the problem as with the new auto equip feature (which I really don’t like, there should be a toggle for it in mod options) it autoequipped the musketoon he had on him after choosing his skills. As he didn’t have the animation for it, he wouldn’t appear. Placing the musketoon in his ship chest solved the problem.
-The Irish Basket Hilt Claymore’s texture does not display correctly.
-You can still successfully ask pirate captains to join you even when your squadron is full.
-I had a very funny bug happen to me. When one of the townsmen came to me with a nautical question, the camera switched to his perspective even after answering the question correctly, following him instead of my player character as he walked. Luckily another townsmen asked me to help him with something, and the camera reverted to my player character. Screenshots included for those curious: http://imgur.com/a/OGkAT
-I had a very texture related weird bug during a fortress assault. A cube of textures appeared around the central staircase and could be walked through. See the screenshots: http://imgur.com/a/pSIMs
-The second French quest is definitely bugged. I wanted roughly the same circumstances as when it happened with Peter Blood, hence I played as Blaze Devlin (who starts as English like Blood) and kept a quest item on me to see if it would disappear (in Blood’s case it was the Diffindur Key, in Devlin’s case it was mummy powder). Right after “one day later” (when the Dutch Governor-General comes to set you free and give your items back) it crashed. I tested this multiple times with different items and determined the mummy powder caused the crash after loading an older save and giving the powder to Ascold. However, after continuing to test it, it is clear the same problem still exists with the second French quest as when I tested it with Blood. All your items except your French letter of marque, gold, and your cuirass will disappear permanently from your inventory, and the items that are still there can only be seen during accessing a chest or trading with an officer. They are not seen in the items menu and cannot be equipped. This also means that the Dutch are hostile to a now English player character. This bug can be gotten around if you ensure you have no quest items on you and give all other items to officers or your ship chest save for a cheap weapon and spyglass. You will have to buy a new French letter of marque and you will lose what rank you had (rank 2), though you’ll be promoted to it again after completing the quest.
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April 5, 2017 at 5:34 pm #3943HraktuusParticipant
Alright, I’ve hit a wall in my current game in the second French quest, so it’s time to go ahead and report all bugs I’ve found so far, plus some nitpicks.
BUGS
-Clicking on Options in the escape menu sometimes exits the menu rather than going to the options menu (not a problem lately, but it was a very bothersome problem at the beginning of any of my new games).
-You already know about the stretchy flags and clumped up sails, bug. Trying to load while this is happening will crash the game. Exiting to the map and saving and then restarting the game is best.
-A military squadron caught me on the map, but did not show up in battle. This has only happened once in my current playthrough, but it’s an old bug.
-Humphrey Douglas (the double barrelled musket officer) will sometimes disappear. It only seems to happen when I have more than three fighters. It has happened more than once and it seems to only happen with him. He still shows up in the Characters menu, but there’s no way to get him to show up as a fighter when this bug happens. The only way to reverse this is to reload a save where he is still present.
-Derderangs Oorlogsschip won’t equip front cannons (MK already knows about this one).
-Crash on loading saves that contain a fight with the Flying Dutchman.
-Inexplicable crash on exiting to my ship from a port (has only happened once. I don’t remember which port, unfortunately.).
-Inexplicable crash in my ship cabin (large type in the Deux Pont Battleship).
-When trying to find Bartholomew Sharpe to get the location of pearl divers, I tracked him down to Fort Orange. His ship did not show up at see after I launched from the beach. This quest normally works fine (I already finished it once without problems), and I think this has more to do with Fort Orange just not having a real port. He may have been somewhere around the island or further out to see as well, but I couldn’t fine him anywhere.
-There have been other inexplicable crashes. The longer you play the game without restarting it, the more likely it is to crash. I know that a solution for this is already in the works.
-There was an error after I captured a ship from one of the Easy Pickings quests (it was a big Spanish galleon with gold, so I decided to actually go after it). After capturing it, this message displaying over and over again by the upper right hand corner of the hud:Error: Group_GetGroupByIndex io oiiu
Error: Group_CheckTask io oiiuObviously it was trying to display Russian text, but there’s the error.
See screenshot here for specific text: http://imgur.com/a/Aaals
-There is a recurring bug where one of the rotating sky boxes doesn’t display correctly if you sail long enough into the night.
See screenshots here for examples: http://imgur.com/a/GyJRC
The funniest one by far is the one with the numbers. That’s only happened once.
NITPICKS
-Doctor Maturin in still in the Peter Blood quest (I know MK agrees he needs to be changed).
-Jack Sparrow is still in the Peter Blood quest (this really doesn’t bother me, but I know MK probably wants him replaced).
-Stiofán Ó Siadhail still has Old Argosy Bark rather than a Sloop. Cú is displaying as CŃ. ( ú can be put in by holding ALT and typing 0250 on the numpad.)
-As much as I love music from Hornblower, I hate when the battle track ends with “Visitor’s sir.”
-Hot shot is still called Exploding shot in dialogues and logbook entries.
-Captain Goodley (from the Pirate questline) still uses two different models.
-There are multiple spelling and grammar errors in dialogs and logbook entries. I’ve taken screenshots of many.NOTE
I am having odd things happen in my current Peter Blood game that don’t seem to be being reversed with reinits, such as Captain Blood eating sapphires and diamonds and shooting people with an Aztec Totem for 100-300 damage. I was able to revert it enough so he wouldn’t eat spyglasses, but reverting to the original files or reiniting with the newest update hasn’t been enough to reverse these oddities. That’s why I’m doing this bug report now since continuing to play that playthrough may produce results that would not normally be seen without the edits I had tried before. I am concerned the French quest bug I ran into may be a real problem, but I cannot say for certain without doing a new playthrough to test it. Hence I am redownloading the mod and waiting for the next update before I continue bug testing (it will be a completely fresh install).
The French quest bug I am mentioning is in the second French quest. After being arrested by the Dutch Governor-General (seriously, this guy seems to give you problems no matter what nation you play for), he takes away all of your items INCLUDING QUEST ITEMS. After you are freed from prison he says he gives you your items back, but they are not appearing in my item menu (yet some items will appear when looting chests and the like). It unequips your letter of marque which gets rid of your rank with the French, and it is impossible to reequip it or any other items you might have (which means Peter Blood reverted to English and the Dutch started attacking him). Only new items can be equipped and used. This means I lost the Diffundur Key and a Partial Map I had on me at the time. Hence, if this is still a bug when I start my new bug testing playthroughs, it is a very serious one.
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March 29, 2017 at 10:35 pm #3909HraktuusParticipant
Well, there’s a related bug in the Pirate quest line. When going to get Richard Sawkins’s log, the log doesn’t show up in his room. I’m guessing the ladder for climbing in the back window isn’t showing up either (I’m not finding it anywhere).
I made it so it would appear in the inititems file, which had the side effect of making Peter Blood eat gems now. lol I had to do this for now so I can continue with the playthrough. Loading a previous save wasn’t an option as I had done far too much between the last quest log and going to get Sawkin’s log (like finishing the Austin quest and getting the last of the Teno quest totems).
Anyways, I’m thinking this is going to be a problem with any quest that has items that appear at some point. I wonder why this has become a problem? I never remember this bug in old playthroughs.
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March 19, 2017 at 2:53 pm #3886HraktuusParticipant
Oh well, the fix doesn’t really work. Peter Blood is eating spyglasses now.
I tried, lol. I realize this probably has to do with some sort of item count. For now everyone just needs to be cautious with their savegames as stated earlier.
- This reply was modified 7 years, 8 months ago by Hraktuus.
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March 18, 2017 at 5:50 am #3883HraktuusParticipant
Yep! Made it to the CoAS at 20 March 1665 17:50. Mind you it’s on Sailor with the fastest experience gain plus 10 Talent. I made it as easy as possible without cheat. I’d like to do a speed run on impossible.
I changed the item weights to 0.0 as the Oliver Trust letter stays in your inventory upon getting to the CoAS (it’s supposed to disappear, but since it’s listed as letter_LSC_1 and not letter_LSC, it doesn’t). It worked fine, so no 0.1 weight potentially keeping you from picking up that extra gem.
The fix still isn’t perfect. I found on the first swim to the Diffindur the right letter shows up, but on reload and swimming there again the wrong letter shows up. Everything else is working, but that is still a problem. As long as players immediately swim to the Diffindur (this is highly recommended to do upon first reaching CoAS anyways), get the letter, and save the game after, it will still be the right letter. It’s just a pain that it’s still the wrong letter after a reload. I know there has to be a file handling these letters for the quest.
One other oddity to note. It’s not a big deal, and it’s probably unrelated to the letters. Oliver Trust will get up out of his chair and run to the player if the player was in a fight in the jungle with bandits prior to entering Marigot. It doesn’t break the quest, but you can’t talk to him when he does this, thus you miss out on some dialogue. As long as you don’t get in a fight outside the town beforehand, he behaves normally.
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March 17, 2017 at 11:23 am #3872HraktuusParticipant
I tend to use Zetaboards for making forums. They’re free and the forums are fast and well designed, but I can’t say anything about their security. Forums that can be well organized by admins and mods and easily navigated by users are really needed for Buccaneer’s Reef. Right now I’d say that’s one of the biggest weaknesses holding it back from getting a more active community. It’s rather difficult to find things on this site. There’s not good organization of forums, subforums, and threads. So good riddance to GoDaddy/Wordpress. Hopefully you can find a really good service with great forum design.
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March 17, 2017 at 11:06 am #3870HraktuusParticipant
Since I thought of added a third set of lines for letter_LSC_2, I gave it a try, and it really seems to have worked, and without locators too.
makeref(itm,Items[n]); //письмо для линейки ГПК
itm.id = “letter_LSC”;
itm.name = “itmname_letter_LSC”;
itm.describe = “itmdescr_letter_LSC”;
itm.model = “letter”;
itm.picIndex = 16;
itm.picTexture = “ITEMS_4”;
itm.price = 0;
itm.Weight = 0.1;
itm.ItemType = “QUESTITEMS”;
n++;makeref(itm,Items[n]);
itm.id = “letter_LSC_1”;
itm.name = “itmname_letter_LSC_1”;
itm.describe = “itmdescr_letter_LSC_1”;
itm.model = “letter”;
itm.picIndex = 16;
itm.picTexture = “ITEMS_4”;
itm.shown = 1;
itm.startLocation = “Marigo_HouseH2”;
itm.startLocator = “item1”;
itm.price = 0;
itm.Weight = 0.1;
itm.ItemType = “QUESTITEMS”;
n++;makeref(itm,Items[n]);
itm.id = “letter_LSC_2”;
itm.name = “itmname_letter_LSC_2”;
itm.describe = “itmdescr_letter_LSC_2”;
itm.model = “letter”;
itm.picIndex = 16;
itm.picTexture = “ITEMS_4”;
itm.price = 0;
itm.Weight = 0.1;
itm.ItemType = “QUESTITEMS”;
n++;It seems all letters are showing up properly with the right names, descriptions, and quest effects. I need to start another test playthrough to be sure. My current test character started in Willemstad, which likely means the letter spawned there at the very beginning of the game. I need to play as a French or Spanish character and do the Kill the Beggars questline again to see if all three letters are how they are supposed to be. If this fix works, then that’s great, but I still have the nagging feeling there is a different way to fix it.
(EDIT: Also this did require changing letter_LSC to letter_LSC_1 in the items_utilite.c file as stated before. This is absolutely necessary so that picking up the letter will trigger the logbook entry.)
Um, just a side note while I’m thinking about it. Boden’s Landing is basically identical to Willemstad, which means the house of the Keymaster is there as well as the same GG’s chest in the governor’s mansion. Funny enough, you can get the key from the keymaster and go all the way to Boden’s Landing, open the chest there, and it will have the same letter as in Willemstad. In fact the chests have the exact same loot as in Willemstad. There’s really no reason for a player to go do this (you only get one key anyways), but it’s something to be noted moving foward when editing Boden’s Landing.
- This reply was modified 7 years, 8 months ago by Hraktuus.
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March 17, 2017 at 6:01 am #3869HraktuusParticipant
First, I want to let you know that my testing is ongoing and I have other minor bugs and nitpicks that will be in my full report. I have been reporting severe bugs directly to MK.
The first was the double barrelled musket bug, where Humphrey Douglas’s musket would just disappear upon completion of the quest. This was a simple fix, though, thanks to an old buho fix for it.
I’m going to explain the fix for anyone that currently has the problem. Note that this will not work on a savegame after you’ve already given him the musket and it has disappeared. Make sure to save before you give him the musket.
The file that needs to be changed is ForAll_dialog.c which is located in Program\DIALOGS\russian\Quest. In the file (which can be opened by a free program like Notepad++), search for DoubleMushket. You will find this:
AddQuestRecord(“SeekDoubleMushket”, “3”);
CloseQuestHeader(“SeekDoubleMushket”);
AddMoneyToCharacter(pchar, -sti(Npchar.quest.OfficerPrice.add));
npchar.model = “MusketeerEnglish_2”;
npchar.model.animation = “mushketer”;
npchar.MusketerDistance = 5;
npchar.greeting = “Gr_questOfficer”;
npchar.Dialog.Filename = “Enc_Officer_dialog.c”;
Pchar.questTemp.HiringOfficerIDX = GetCharacterIndex(Npchar.id);
npchar.OfficerWantToGo.DontGo = true; //не пытаться уйти
npchar.loyality = MAX_LOYALITY;
AddDialogExitQuestFunction(“LandEnc_OfficerHired”);
NextDiag.CurrentNode = NextDiag.TempNode;
NPChar.quest.meeting = true;
DialogExit();Between npchar.loyality = MAX_LOYALITY; and AddDialogExitQuestFunction(“LandEnc_OfficerHired”); add this line:
LAi_type_warrior_Init(npchar);
Now when you give him the musket he will have it and his bullets and fire it in combat just fine. Thanks for buho for this old fix.
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Now, onto the second quest breaking bug that I have not been able to completely fix. This is a major issue in the Kill the Beggars questline. It has to do with the key found in the Keymaster’s house after paying him to make it, and the letter found on Oliver Trust’s desk near the end of the questline. These will appear just time the first time you go to get them, but if you reload a savegame before getting these items (even outside of the house they are in), they will not be there. This means if you die in the fights, you are basically stuck and the quest is broken.
For anyone with this problem, the only way to continue the quest without editing files is to reload a savegame that takes place before the last step of the quest. So you need to save before you talk to the keymaster and pay him to make that key and save before talking to the diplomat in a pirate town to get Oliver Trust’s location. Reloading those saves will ensure the items will appear. Just make sure you don’t die in the fights and save after you get the items. Make sure for all of these saves to save in different slots.
Now, onto why I’m not being able to fix this in the code. Making it so the key always appears is easy, but making it so the letter always appears messes with the descriptions (the way I’m trying to fix it at least). If you look in inititems.c in Program/ITEMS , you will find:
makeref(itm,Items[n]); //ключ для линейки ГПК
itm.id = “keyQuestLSC”;
itm.name = “itmname_keyQuestLSC”;
itm.describe = “itmdescr_keyQuestLSC”;
itm.model = “keymiddle”;
itm.picIndex = 15;
itm.picTexture = “ITEMS_12”;
itm.shown = 0; //сначала ключ невидим
itm.startLocation = “Villemstad_houseSp5”;
itm.startLocator = “item2”;
itm.Weight = 0.0;
itm.price = 0;
itm.ItemType = “QUESTITEMS”;
n++;makeref(itm,Items[n]); //письмо для линейки ГПК
itm.id = “letter_LSC”;
itm.name = “itmname_letter_LSC”;
itm.describe = “itmdescr_letter_LSC”;
itm.model = “letter”;
itm.picIndex = 16;
itm.picTexture = “ITEMS_4”;
itm.price = 0;
itm.Weight = 0.1;
itm.ItemType = “QUESTITEMS”;
n++;For keyQuestLSC, changing it to itm.shown = 1; is enough to get the key to appear, no problem.
It’s not a simple fix for letter_LSC, however, as that item is tied to three items with different descriptions (one letter in the Dutch governer-general’s chest you need the key for, one letter of Oliver Trust’s desk, and one letter in the Fernando Diffindur chest in the City of Abandoned Ships).
Adding the line itm.shown = 1; isn’t enough to fix it as it needs a location and locator, but even adding those doesn’t truly fix the problem.
makeref(itm,Items[n]);
itm.id = “letter_LSC”;
itm.name = “itmname_letter_LSC”;
itm.describe = “itmdescr_letter_LSC”;
itm.model = “letter”;
itm.picIndex = 16;
itm.picTexture = “ITEMS_4”;
itm.shown = 1;
itm.startLocation = “Marigo_HouseH2”;
itm.startLocator = “item1”;
itm.price = 0;
itm.Weight = 0.1;
itm.ItemType = “QUESTITEMS”;
n++;This will ensure the letter always appears. However, it will have the wrong name and description (the same as the one in the Dutch GG’s chest). The names for the three different letters are itmname_letter_LSC, itmname_letter_LSC_1, and itmname_letter_LSC_2. The descriptions for the three different letters are itmdescr_letter_LSC, itmdescr_letter_LSC_1, and itmdescr_letter_LSC_2. Changing the lines to having one of those names and descriptions changes the those for all of the letters.
I thought I almost had a fix when I edited the items_utilite.c file, changing (_itemId == “letter_LSC”) to (_itemId == “letter_LSC_1”) and changing the itm.id, itm.name, and itm.describe lines in inititems.c to correspond with that, as well as adding the original lines back in above to ensure the letter in the GG’s chest had a separate name and descriptions. Hence it looked like this:
makeref(itm,Items[n]); //письмо для линейки ГПК
itm.id = “letter_LSC”;
itm.name = “itmname_letter_LSC”;
itm.describe = “itmdescr_letter_LSC”;
itm.model = “letter”;
itm.picIndex = 16;
itm.picTexture = “ITEMS_4”;
itm.price = 0;
itm.Weight = 0.1;
itm.ItemType = “QUESTITEMS”;
n++;makeref(itm,Items[n]);
itm.id = “letter_LSC_1”;
itm.name = “itmname_letter_LSC_1”;
itm.describe = “itmdescr_letter_LSC_1”;
itm.model = “letter”;
itm.picIndex = 16;
itm.picTexture = “ITEMS_4”;
itm.shown = 1;
itm.startLocation = “Marigo_HouseH2”;
itm.startLocator = “item1”;
itm.price = 0;
itm.Weight = 0.1;
itm.ItemType = “QUESTITEMS”;
n++;This completely fixed the issues with those two items and the quest still worked correctly. However, when I went to the City of Abandoned Ships and looked in the Fernando Diffindur chest, that letter was the same as the letter in the GG’s chest. I’m guessing if I found all of the locators and the like I could just add another set of lines like the above for letter_LSC_2, but the fact is using the unedited file, all of the letters have the right descriptions. I’ve been looking through a lot of files, a lot of which you can find letter_LSC in or other things relating to the quest. I’m guessing there is a file or files having to do with these quests that I’m just not finding. The real problem is I just don’t know where to look to fix this.
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April 20, 2017 at 6:36 pm #3992HraktuusParticipant
Jeffrey, sorry I didn’t see you asking for those Flying Dutchman saves until just now. I’ve tracked down my Peter Blood saves involving the Flying Dutchman. I didn’t have any with the fight, so I made some new ones (and they still crash for me). Here you go:
https://mega.nz/#F!CBohUazR!gT21GQq-3okVXFmOt5yViA
A description of the save files:
Peter_Blood Hispaniola Cave – This save is about a month before I fought the Dutchman for the first time. Check the treasure chest for some edible sapphires, around 11 million worth of booty, and a fight with skeletons.
Peter_Blood Martinique – Sea 3 – This save is about 2 months after my first fight with the Dutchman where I sank it while it was still immortal. Unfortunately I did not have a save in between this and the last one, but I used this one to create new saves.
Peter_Blood Yucatan – Sea 5 – This save is a year later, just before the final fight with the now mortal Flying Dutchman. Just go out to sea and you can fight her.
Peter_Blood Yucatan – Sea 8 – This save is just after the fight with the mortal Dutchman, with the Flying Dutchman as part of the fleet.
Peter_Blood Martinique – Sea 6 – New save. At sea just before a fight with the immortal Flying Dutchman. Go to sea to fight her.
And now what you really wanted:
Peter_Blood Martinique – Sea 7 – A fight with the immortal Flying Dutchman. Crashes a little while after loading for me.
Peter_Blood Yucatan – Sea 6 – A fight with the mortal Flying Dutchman. Crashes a little while after loading for me.
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April 11, 2017 at 5:14 am #3963HraktuusParticipant
Yes, I saved multiple times before talking to the Dutch Governor-General as I tested it with different combinations of items. I’ve uploaded a set of saves (only like 14.6 MB) to Google Drive for you here: https://drive.google.com/open?id=0B_TOEvn70s4gR0k3dmZUdW9FaEU
Some of the saves will be before I got rid of the mummy powder, in which case the game crashed when the Governel-General talked to me in the prison. Some of the saves will be after I got rid of the mummy powder, in which case I got the items permanently disappearing bug. If you want some of my Peter Blood saves, I can give those to you as well.
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April 7, 2017 at 5:40 pm #3956HraktuusParticipant
The best way to reproduce the sky bug is to start sailing well before sunset and continue sailing into the night. I usually get it right around the time the moon rises. I will test if this is a sure way to reproduce it and if there are any other sure ways. I’ve never seen it happen during the day, even sailing from one island to another (a fully upgraded Arabella makes sailing from island to island practical :p ).
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March 11, 2017 at 5:38 am #3830HraktuusParticipant
Only cost me about a million pieces of eight… :p
- This reply was modified 7 years, 8 months ago by Hraktuus.
- This reply was modified 7 years, 8 months ago by Hraktuus.
- This reply was modified 7 years, 2 months ago by modernknight1.
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January 1, 2015 at 10:34 pm #280HraktuusParticipant
It’s quite true. I am not my dad. :p
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