Quest force set to active when beginning conversation
Posted: Tue Oct 17, 2023 2:58 pm
I'm trying to show a different message based on the state of some quest (using CurrentQuestState("name")==X as a condition). The rest of the game changes the quest's state correctly, but when starting the conversation it gets forcibly set to "active", ruining the whole logic-
Right now I just have two initial nodes (call them A and B), where A is run when the state is unassigned (CurrentQuestState("name")=="unassigned") and B when it isn't (CurrentQuestState("name")~="unassigned"). Since the START node forces the quests to "active", node A is never run. The quest's initial state is set to "unassigned" and both Trackable and TrackOnStart are set to false.
What could I do?
Right now I just have two initial nodes (call them A and B), where A is run when the state is unassigned (CurrentQuestState("name")=="unassigned") and B when it isn't (CurrentQuestState("name")~="unassigned"). Since the START node forces the quests to "active", node A is never run. The quest's initial state is set to "unassigned" and both Trackable and TrackOnStart are set to false.
What could I do?