Background for Fallout 4

Quest


Inheritance Tree
ScriptExtended By
Structs
Properties
Events
Functions
boolfunctionModObjectiveGlobal(floatafModValue, GlobalVariableaModGlobal, intaiObjectiveID=-1, floatafTargetValue=-1, boolabCountingUp=true, boolabCompleteObjective=true, boolabRedisplayObjective=true, boolabAllowRollbackObjective=false)

Mods a global variable in a threadsafe way. Optional parameters allow automatic redisplay and completion (or failure) of a quest objective using this global variable.

voidfunctionSetAllStages(intlastStage)

kmk- for testing - sets all stages up to lastStage

voidfunctionSetQuestStage(Quest:QuestStagequestStageToSet)Global

Sets the quest stage on the specified quest.

boolfunctionGetQuestStageDone(Quest:QuestStagequestStageToCheck)Global

Returns whether the specified quest stage is set.

voidfunctionSetObjectiveSkipped(intaiObjectiveID)

Sets the specified objective as skipped (hidden in this case, if it wasn't completed)

voidfunctionCompleteAllObjectives()Native

Flags all objectives on this quest as complete.

voidfunctionCompleteQuest()Native

Flags this quest as completed.

voidfunctionFailAllObjectives()Native

Flags all objectives on this quest as failed.

AliasfunctionGetAlias(intaiAliasID)Native

Obtains the alias with the specified ID that is attached to this quest.

intfunctionGetCurrentStageID()Native

Obtains the highest completed stage in this Quest.

intfunctionGetStage()

Obtains the highest completed stage in this Quest.

boolfunctionGetStageDone(intaiStage)

Obtains whether the specified stage is done or not.

boolfunctionHasObjective(intaiObjective)Native

Returns whether or not the quest has the given objective.

boolfunctionIsActive()Native

Checks to see if this quest is active (currently tracked by the player).

boolfunctionIsCompleted()Native

Checks to see if this quest is completed.

boolfunctionIsObjectiveCompleted(intaiObjective)Native

Obtains whether the specified quest objective is completed or not.

boolfunctionIsObjectiveDisplayed(intaiObjective)Native

Obtains whether the specified quest objective is displayed or not.

boolfunctionIsObjectiveFailed(intaiObjective)Native

Obtains whether the specified quest objective is failed or not.

boolfunctionIsRunning()Native

Checks to see if this quest is running or not.

boolfunctionIsStageDone(intaiStage)Native

Obtains whether the specified stage is done or not.

boolfunctionIsStarting()Native

Checks to see if this quest is in the process of starting up.

boolfunctionIsStopping()Native

Checks to see if this quest is in the process of shutting down.

boolfunctionIsStopped()Native

Checks to see if this quest is completely stopped.

voidfunctionReset()Native

Resets this quest.

voidfunctionResetSpeechChallenges()Native

Resets all speech challenges in player dialogue scenes for this quest.

voidfunctionSetActive(boolabActive=true)Native

Flags this quest as active or not (tracked by the player).

boolfunctionSetCurrentStageID(intaiStageID)Native

Attempts to set the quest's current stage. If the stage exists, and was successfully set, the function returns true. Otherwise, the function returns false and the stage is unchanged. Is latent and will wait for the quest to start if it has to start the quest. If the stage has any fragments attached to it, the function will also wait for those fragments to finish running before returning.

voidfunctionSetObjectiveCompleted(intaiObjective, boolabCompleted=true)Native

Sets whether the specified quest objective is completed or not.

voidfunctionSetObjectiveDisplayed(intaiObjective, boolabDisplayed=true, boolabForce=false)Native

Sets whether the specified quest objective is displayed or not.

voidfunctionSetObjectiveFailed(intaiObjective, boolabFailed=true)Native

Sets whether the specified quest objective is failed or not.

boolfunctionSetStage(intaiStage)

Attempts to set the quest's current stage. If the stage exists, and was successfully set, the function returns true. Otherwise, the function returns false and the stage is unchanged. Is latent and will wait for the quest to start if it has to start the quest. If the stage has any fragments attached to it, the function will also wait for those fragments to finish running before returning.

boolfunctionStart()Native

Starts this quest. Is latent and will not return until the quest is actually started (and any start-up stage fragments run).

voidfunctionStop()Native

Stops the quest.

boolfunctionUpdateCurrentInstanceGlobal(GlobalVariableaUpdateGlobal)Native

Attempts to update the stored value of the given global in the instance data for the quest's current instance. The function only returns false on failure which can be caused by calling the function when there is no active instance on the quest or by passing a global not in the quest's text global list.

Some data provided by the Fallout 4 Creation Kit Wiki. Licensed under the Creative Commons Attribution-Share Alike 4.0 license.