OSP Code Campaign Disable Merchant Quest & Remove Merchant from Inn

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GameDrifter

Veteran
Simple Fix to disable the Starting Merchant quest yet still be asked which Town to be started near.

This example deals with disabling the quest for Praven..

in module_game_menus.py
Code:
  ("start_phase_2",mnf_disable_all_keys,
    "You hear about Calradia, a land torn between rival kingdoms battling each other for supremacy,\
 a haven for knights and mercenaries,  cutthroats and adventurers, all willing to risk their lives in pursuit of fortune, power, or glory...\
 In this land which holds great dangers and even greater opportunities, you believe you may leave your past behind and start a new life.\
 You feel that finally, you hold the key of your destiny in your hands, free to choose as you will,\
 and that whatever course you take, great adventures will await you. Drawn by the stories you hear about Calradia and its kingdoms, you...",
    "none",
    [],
    [
   	("town_1",[(eq, "$current_startup_quest_phase", 0),],"join a caravan to Praven, in the Kingdom of Swadia.",
       [
         (assign, "$current_town", "p_town_6"),
         (assign, "$g_starting_town", "$current_town"),
         (assign, "$g_journey_string", "str_journey_to_praven"),
	 (jump_to_menu, "mnu_start_phase_2_5"),
#         (party_relocate_near_party, "p_main_party", "$g_starting_town", 2),
#         (change_screen_return),
       ]),
Comment out
(jump_to_menu, "mnu_start_phase_2_5"),
and Un-comment
(party_relocate_near_party, "p_main_party", "$g_starting_town", 2),
(change_screen_return),


Should look like this when done.
Code:
  ("start_phase_2",mnf_disable_all_keys,
    "You hear about Calradia, a land torn between rival kingdoms battling each other for supremacy,\
 a haven for knights and mercenaries,  cutthroats and adventurers, all willing to risk their lives in pursuit of fortune, power, or glory...\
 In this land which holds great dangers and even greater opportunities, you believe you may leave your past behind and start a new life.\
 You feel that finally, you hold the key of your destiny in your hands, free to choose as you will,\
 and that whatever course you take, great adventures will await you. Drawn by the stories you hear about Calradia and its kingdoms, you...",
    "none",
    [],
    [
   	("town_1",[(eq, "$current_startup_quest_phase", 0),],"join a caravan to Praven, in the Kingdom of Swadia.",
       [
         (assign, "$current_town", "p_town_6"),
         (assign, "$g_starting_town", "$current_town"),
         (assign, "$g_journey_string", "str_journey_to_praven"),
# 	 (jump_to_menu, "mnu_start_phase_2_5"),
         (party_relocate_near_party, "p_main_party", "$g_starting_town", 2),
         (change_screen_return),
       ]),

Now you could just code these changes as is right now. And you would be spawned near Praven if you select that option from the menu but you would notice that the Merchant quest giver would still be in Pravens Inn bugging you to do his quest. So next we disable his spawning at the inn.

in module_game_menus.py

You'll need to search for this block of code deeper into the file..
Code:
             (try_begin),
               (eq, "$g_starting_town", "$current_town"),
                              
               (this_or_next|neg|check_quest_finished, "qst_collect_men"),
               (this_or_next|neg|check_quest_finished, "qst_learn_where_merchant_brother_is"),
               (this_or_next|neg|check_quest_finished, "qst_save_relative_of_merchant"),
               (this_or_next|neg|check_quest_finished, "qst_save_town_from_bandits"),
               (eq,  "$g_do_one_more_meeting_with_merchant", 1),
               
			   (assign, ":troop_of_merchant", 0),	
               (try_begin),
                 (eq, "$g_encountered_party_faction", "fac_kingdom_1"),
                 (assign, ":troop_of_merchant", "trp_swadian_merchant"),
Just comment out
(eq, "$g_encountered_party_faction", "fac_kingdom_1"),
(assign, ":troop_of_merchant", "trp_swadian_merchant"),


If all goes well you can now pick to start near Praven without needing to do the Merchants quest or having him bug you at the inn..

Enjoy.. :smile:

BTW. I got some the coding for this from another older post, I'd like to give credit to OP'er but I wasn't able to retract the OP.. My post just adds to coding for turning off the Merchant from spawning at the inn.. Cheers...
 
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