So in the “captive groom / bride” quests, after beating the captain the captive spawns as it should be but afterwards I cannot initate dialogue. It is the same problem with random captives on ships, the spawn in the corner of the captains cabin but I can’t talk to them. Leaving the captains cabin without talking to the captive means the captive is killed no matter if the ships is sunk or kept. In the logbook it then just says “the captive has been killed along with the captain” or somesuch. Fixing that would be nice.
I just tried a couple of the Captive Groom quests and they worked out fine. Can you supply a compile.log and/or error.log when the dialog does not work and possibly even a save game where you’ve encountered the quest ship, but not yet boarded; a boarding save would be ideal?
This has happened to me occasionally as well. It only happens when you kill the enemy captain with a fast combination and his body unintentionally opens for loot. (like one too many clicks that negate the walking to talk to the bride/groom). If you play through the battle again making sure not to click your mouse for any reason after the final killing blow, your character will walk to the bride/groom and start talking to them automatically. Then you can loot the corpse and chest(s).
That was exactly the problem, apparently I clicked “1” on my keyboard way too fast to loot the dead captain which then disrupted the script where I talk to the captive. Thank you, I would never have that figured out.
Then there is sometimes a man standing next to the captains chest who looks like a civilian, could you tell me his function? Unlike the quest captive he is spawned in from the beginning and I can not talk to him. Looks like this:
Not sure about that random guy showing up in the cabin…is there any way you have a save where this happened I could look at?
Also, even though MK and you found a workaround for the quest problem because of the “too fast” looting, I still consider that a bug and will see if I can either disable/delay the dialog and/or looting in the proper sequence to prevent the problem.