#11155 Saemon Havarian should appear next to the pirate ship after leaving the Vulgar Monkey Inn
Devanthar
Member Posts: 6
Added by GATE70: DO NOT KILL CHREMY WITHOUT SPEAKING TO GINIA, OR SAEMON WILL NOT APPEAR LATER
After him telling me that I need to find the horn during the "Leaving the island" quest, which I did, he disappears. He's not at the inn, the Docks nor at the ship. Any way I can fix this?
I'd rather not use the portal and miss out on a whole area.
Also playing this on android, any way I can get console commands to work to fix this? I edited the .ini file and got a keyboard I can pull up during gameplay but it seems not to work.
Post edited by Gate70 on
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Thanks
If you have met him before patching to 1.3 or the patch is not currently available on your platform, you are probably experiencing one of these known issues. If you are stuck as a result, provide a save and we'll get you past that point.
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In your documents folder there should be a subfolder with the games name. Within that folder there will be a "save" folder then a series of 0000nnnnn- folders. You would need to zip the appropriate one of those 00000nnnnn-, and once done use the "attach a file" option just below the "Leave a comment" section on these forums. I think right-click on a Mac give a "Compress" option, which is a built-in zip function.
& when you say latest version, from the screen where you choose SoA/ToB/BPII what version number do you see (assuming there is one there). I've attached a sample shot showing exactly where.
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Let's see if this works. This save is right before talking to Saemon and accepting to get the horn.
I've consoled a Saemon in after speaking to him at the inn, you should be able to retrieve the horn and meet him near the ship. I'll see if I can work out what is happening in your save.
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It does in v1.2 of the game but the two tickets I mentioned earlier should see version 1.3 work as intended (unless Saemon has already been spawned before the patch was applied).
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Happy new year
& happy new year to you (~7 hours to go in UK)
Don't suppose either of you have NearInfinity available (or DLTCEP) and could check the final section of BCS file AR1600.BCS to see if it is as below.
[Spoiler]
IF
Global("cd_saemon_spawn","MYAREA",0)
Global("StealShip","GLOBAL",1)
THEN
RESPONSE #100
SetGlobal("cd_saemon_spawn","MYAREA",1)
CreateCreature("ppsaem3",[2949.2504],N)
END
[/Spoiler]
IF
Global("cd_saemon_spawn","MYAREA",0)
Global("StealShip","GLOBAL",1)
THEN
RESPONSE #100
SetGlobal("cd_saemon_spawn","MYAREA",1)
CreateCreature("ppsaem3",[2949.2504],N)
END
Which looks to be the same.
I think this edit should get you going in the meantime.
Thanks
Cheers
However, a save where he goes to the docks shows as having fog of war in the Vulgar Monkey. A save where he disappears has no fog of war. This indicates the inn should be reset in some way but that's not happening for whatever reason.
Other than you manually fixing this is there another way that this can be overcome through current gameplay?
Thanks!
He's there now - obscured though.
The penultimate statement in the Brynnlaw script looks like it triggers every time if a certain pirate is dead, meaning the final statement (spawning Saemon) is never reached for players who have done that task. I've swapped the last two statements around as a temporary test.
@Scrapper0159 @Krischi @elminster @Trianglehead @Devanthar if any of you fancy testing this on your original saves before I get it raised (will be another 18-24 hours now) that would be helpful. You'd need to unzip the attached file to your override folder.
Thanks
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