tnu Posted May 16, 2008 Share Posted May 16, 2008 would it be possible to make a utility to let you toggle the status of your active quest? just to make it simpler and not have to alt tab out every time you want a quest ID. you could setstage you could complete quest. I can see soem good reasons for this. for example right now i'm buying my IC shack and Sergious isnt selling the upgrades or say you run in to some other quest bug but you need to advance Link to comment Share on other sites More sharing options...
LoginToDownload Posted May 16, 2008 Share Posted May 16, 2008 Is there any way to check the game's active quest? A brief search of the CSWiki's script functions for "Quest" and "Active" don't turn anything like that up... Link to comment Share on other sites More sharing options...
Vagrant0 Posted May 16, 2008 Share Posted May 16, 2008 would it be possible to make a utility to let you toggle the status of your active quest? just to make it simpler and not have to alt tab out every time you want a quest ID. you could setstage you could complete quest. I can see soem good reasons for this. for example right now i'm buying my IC shack and Sergious isnt selling the upgrades or say you run in to some other quest bug but you need to advanceEssentially no. Quests are active as long as they are in your journal and not completed. A scripted spell can be used to display a series of variables, but such a thing would have to be made specifically for that quest. There is no scripting to detect what quest you are currently showing the markers for (as far as I can remember), and even if there was, there wouldn't be any functions which would show all the variables and stages related to that quest. Most of the variable functions through console require a specific object to be selected, and even using something like "MQ05.showvars" either might not return anything useful without knowing the script first, or would still require you know the quest name. Such functons were built around the development part of the game, not players. Devs when troubleshooting their quests would know what things mean. Link to comment Share on other sites More sharing options...
LoginToDownload Posted May 16, 2008 Share Posted May 16, 2008 I thought by "Active quest", he meant the primary one, that has the markers shown and such. Link to comment Share on other sites More sharing options...
tnu Posted May 16, 2008 Author Share Posted May 16, 2008 I thought by "Active quest", he meant the primary one, that has the markers shown and such. Actually that is what i mean you would be correct the quest tghat you currently have the markers shown for Link to comment Share on other sites More sharing options...
Vagrant0 Posted May 16, 2008 Share Posted May 16, 2008 I thought by "Active quest", he meant the primary one, that has the markers shown and such. Actually that is what i mean you would be correct the quest tghat you currently have the markers shown forAt any rate, there isn't a function that would allow you to detect, and return any information based on that. Additionally, many quests are not self-contained, and rely on external scripts (npcs, items, activators) to do some of the work. If a quest is broken, it's usually because you have some mod causing problems. in which case, any sort of scripting done in the base game, even if you could detect things all the way to the end, probably won't tell you much beyond something not being set properly. In this case I would check out what mods you have which alter the cell that the shop is in. All the quest variables might be set, the container just might be screwed up. And the only way to find that out would be to just look at it in game, and see what mods might be causing it. Link to comment Share on other sites More sharing options...
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