Background for Fallout 4

The Quest Script

    The Quest script is a part of Fallout 4’s Papyrus scripting ecosystem. It is included with the base game.

    For this script, the Papyrus index knows about:

    • 41 events
    • 34 functions
    • 1 struct


    Inheritance Tree

    ScriptExtended By

    Structs

    The Papyrus Index is still under construction. Structs have not been implemented yet.

      Properties

      No properties found.

        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.