Quest element index

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Jay_H
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Joined: Tue Aug 25, 2015 1:54 am

Quest element index

Postby Jay_H » Sat Aug 12, 2017 11:02 pm

I'm keeping a running log of variables which can be used in quests. This is intended as a reference for myself and anyone who wants to start writing functional quests right away.

The following dialogue variables are defined.
%1com ("How are you,")
%cn (current city name)
%crn (current region name)
%dam (damage bonus on current weapon?)
%dat (current date)
%di (current direction faced)
%enc (your encumbrance limit)
%g (he/she)
%g1 (he/she)
%g2 (him/her)
%g2self (himself/herself)
%g3 (his/hers/theirs)
%gii (gold amount you're carrying)
%god (a deity at random)
%hea (+2??)
%hmd (+2??)
%hnt (a directional hint to a location)
%key (resolves blank)
%loc (resolves blank)
%ltn (current legal reputation)
%mad (2??)
%n (resolves blank)
%oth (an oath of exclamation, such as "By the Hoarfather" or "By the Great Wastes.")
%pcf (your character's first name)
%pcn (your character's full name)
%pct (your character's class)
%pg (he/she, refers to PC)
%pg1 (his/her, refers to PC)
%pg2 (him/her, refers to PC)
%pg2self (himself/herself, refers to PC)
%pg3 (his/her, refers to PC)
%qdt (the full date, as written in your character's log)
%ra (your character's race)
%reg (the region your character is in)
%spc (300??)
%spt (300??)
%thd (-1??)
%tim (current in-game time)

The following item variables are defined.
aegrostat (illicit substance, mispelled for "aegrotat." No icon in inventory)
amulet (not equippable and has no icon)
armbands (ordinary non-armor clothing armbands)
armor (leather and occasional chain, includes shields)
book (dialogue says "Book," book is called "First Scroll of Baan Dar")
book0 (dialogue says "Gold pieces," no icon, is called "First Scroll of Baan Dar")
book1 (dialogue says "Potion Recipe," parchment is called "First Scroll of Baan Dar")
book2 (dialogue says "Book," book is called "First Scroll of Baan Dar")
book3 (dialogue says "Book," book is called "First Scroll of Baan Dar")
boots (ordinary non-armor clothing boots)
bracelet (not equippable and has no icon)
bracer (not equippable and has no icon)
cloth_amulet (not equippable and has no icon)
coins (defaults to a stack of 1 gold piece)
common_symbol
daedra_heart
decanter (not equippable and has no icon)
deed (a sapphire)
diamond
drug (randomly resolves among illicit substances. No use nor inventory icon)
element (lead, mercury, lodestone, silver, lead, etc)
emerald
finger (no icon)
flamable (parchment, lantern, candle, oil, bandage, torch. Some lack icons)
gem (sapphire, turquoise, amber, emerald, etc)
gold (a gold amount appropriate to your character's level. Can be defined with gold range m to n)
gold_bar (a small wad of gold. Text and inventory call it "gold")
harpy_feather (text and inventory call it "gryphon feather")
horn (unicorn horn)
indulcet (illicit substance, no icon)
ivory (a ruby)
jade
junk (quiver, large sack, wine rack, small chest. No icons)
kimono
lantern (no icon)
large_plant (red berries, yellow flowers, cactus, root tendril, etc)
large_sack (no icon)
letter (parchment)
lich_dust
lodestone
magic_item (resolves to ruby, known workaround by Interkarma until magic implementation)
malachite
mantella_crux (named Mantella in dialogue and inventory, no icon)
map (no icon, doesn't yet reveal new dungeons)
mark (no icon)
mens_clothing
mineral (emerald or ruby)
misc (big tooth, holy relic, nectar, ichor, etc)
mummy_wrappings
mythic (wereboar's tusk, unicorn horn, nymph hair, etc)
organs (troll's blood, snake venom, fairy dragon's scales, etc)
painting (no icon and no use yet)
pearl (emerald)
portrait (painting, no icon)
quaesto_vil (illicit substance, no icon)
random_map (map, no icon, no use yet)
random_recipe (called "Potion Recipe," no use yet)
religious (holy water, talisman, bell, rare symbol, etc)
ring (not equippable and has no icon)
root_tendrils
ruby
sapphire
scarab
skin (small scorpion stinger, gryphon's feather, mummy wrappings, etc)
small_plant (yellow flowers, green berries, root bulb, red rose, twigs, etc)
small_sack (no icon)
snake_venom
specials (skeleton, telescope, dead body, finger, totem, mantella, etc. Clearly not intended for ordinary quests)
straps (ordinary clothing)
sursam (misspelled for "sursum," illicit substance. No icon)
talisman
telescope (no icon)
torc (not equippable, no icon)
totem (no icon)
transport (small cart, small horse, large galley, and small ship. Ships have tomatoes as icons)
trinket (torc, amulet, bracer, wand, etc. No icons and not equippable)
turquoise
tusk (wereboar's tusk)
wand (no icon)
werewolf_blood
womens_clothing
womens_robe (female plain robes, blue)
weapon (currently resolves to a random iron weapon)
wraith_essence
yellow_flowers

The following permanent places are defined.
AlcaireCoven
BeldamaCoven
BluffCoven
Castle_Necromoghan
Coven_in_the_Marsh
Coven_of_Dust
Coven_of_the_Peaks
DaggerfallCity1
DaggerfallCity2
DaggerfallCastle
DaggerfallCastle1
DaggerfallCastle2
DaggerfallWitchs
DevilRockCoven
DirenniTowerEntry
DirenniTower3
DirenniTower2
GlenmorilCoven
KykosCoven
Llugwych
LlugwychCastle
LysandusTomb2
LysandusTomb1
Mantellan_Crux (erroneously defined as Llugwych Castle, noted by Interkarma)
MantellanCrux
OrsiniumCity
OrsiniumCastle1
OrsiniumCastle2
OrsiniumCastle3
OrsiniumCastle4
PirateerHold1
PirateerHold2
ScourgBarrowEntry
ScourgBarrow1
ScourgBarrow2
SentinelCity
SentinelCastle
SentinelCastle4
ShedungentEntry
Shedungent1
Shedungent2
Shedungent4
SkeffingtonCoven
TamarilynCoven
MyrkwasaCoven
WayrestCity
WayrestCastle
WayrestCastle2
WoodbourneHall5
WoodbourneHall4
WrothCoven

The following place variables are defined.
apothecary
armory
bank
bookstore
clothingshop
dungeon (only as remote location, same as classic)
dungeon0
dungeon1
dungeon2 (resolves as a blank entry only)
dungeon3
dungeon4
dungeon5
dungeon6
dungeon7
dungeon8
dungeon9
dungeon10
dungeon11
dungeon12
dungeon13
dungeon14
dungeon15
dungeon16
dungeon17 (resolves as blank entry. No quest markers, exterior use only)
dungeon18 (same as 17)
generalstore
house1
house2
house4 (when remote, always resolves to a residence in the current town)
jewelryshop
library
magery (Fighters Guild, Mages Guild, or Knightly Order)
palace
pawnshop
random (resolves to any other entry except palace(?) or dungeon)
tavern
temple
weaponstore
labyrinth
keep
ruin
graveyard
ancientgraveyard
coven
farmhome
wealthyhome
poorhome
tavernhome
templehome
cult (doesn't trigger when pc at)
city
hamlet
village
anywhere (chooses a random quest location)

The following variables left my DFU hanging for several minutes, and had to be shut down via process manager: furnitureshop, house3, house5, house6, house7, town1, town4

Tipton makes reference to using a "local dungeon" to hide background assets in a quest, but DFU will not run quests using a local dungeon.

The following enemies are defined.
Giant_rat
Imp
Spriggan
Giant_bat
Grizzley_bear
Sabretooth_tiger
Spider
Orc
Centaur
Werewolf
Slaughterfish
Orc_sergeant
Harpy
Wereboar
Skeletal_warrior
Giant
Zombie
Ghost
Mummy
Giant_scorpion
Orc_shaman
Gargoyle
Wraith
Orc_warlord
Frost_daedra
Fire_daedra
Daedroth
Vampire
Daedra_seducer
Ancient_vampire
Daedra_lord
Lich
Ancient_lich
Dragonling_souless
Fire_atronach
Iron_atronach
Flesh_atronach
Ice_atronach
Dragonling
Dreugh
Lamia
Mage
Spellsword
Battle_mage
Sorceror
Healer
Nightblade
Bard
Burglar
Rogue
Acrobat
Thief****assin
Monk
Archer
Ranger
Barbarian
Warrior
Knight

The only ********* entry among enemies is Horse, which also has no classic counterpart.

The following NPC factiontypes are defined.
Daedra (Daedric Prince name only, no graphic)
Knightly_Guard
Temple
Vampire_Clan

The following NPC factions are defined.
Azura [Azura graphic, random name]
Baltham_Greyman
Baron_Shrike
Baroness_Dh'emka
Charvek-si
Children
Chulmore_Quill
Dancers [mid-class nobles]
Farrington
Lady_Doryanna_Flyte (ordinary green dress woman)
Lord_Auberon_Flyte (man sitting on barrel)
Lord_Bertram_Spode (purple-robed heavy priest, laughing)
Lord_Coulder (brown-robed missionary)
Lord_Darkworth (purple-shirt drunk)
Lord_Harth (gray hair, black tights, red purse citizen)
Lord_Khane (green tunic Redguard)
Lord_Woodborne (grey-haired warlock)
Skakmat [Skakmat name only, no graphic]
Temple_Missionaries
The_Academics
The_Archmagister
The_Beldama
The_Cabal
The_Dark_Brotherhood and all Dark Brotherhood subfactions
The_Fey
The_Fighters_Guild
The_Glenmoril_Witches
The_Night_Mother [The Night Mother only]
The_Mages_Guild
The_Patricians
The_Prostitutes
The_Thieves_Guild
The_Travelers_League [Mages Guild]
The_Underking [The Underking only, old bald Redguard]
Venom_Masters

The following NPC groups are defined.
*Armorer
*Banker
*Bookseller
*Carpenter
Chemist
Cleric
Group_5.0
Group_6.0
Group_7.0
Group_7.2
Innkeeper
*Jeweler
Librarian
Local_3.0
Local_3.1
Local_4.0
Local_4.1
Noble
*Pawnbroker
Questor
Resident1
Resident2
Resident3
Resident4
*Shopkeeper
*Smith
Spellcaster
*Tailor

* means untested by myself.

Work in progress, more to come.

Notes:
_place_ is the city name.
__place_ is the building name.
___place_ is the city name.

_dungeon_ is the dungeon name.
__dungeon_ is blank.
___dungeon_ is the dungeon name.

_questgiver_ is the quest giver's name.
__questgiver_ is __questgiver.
___questgiver_ is the questgiver's city.

========

"give pc anItem" - Offers player a reward and sets quest success flag. Used at end of quest only. Automatically marks item as permanent, even if script does not (observed from classic scripts).
"give pc nothing" - As above but without an item. Used to set quest success flag without any physical reward.
"give pc anItem notify 1234" - Give an item to player with a popup message. Does not set success flag. Might only operate outdoors, in towns, and during daytime hours. Used to deliver letters like the one from Brisienna.
"give pc anItem silently" - As above but without the popup.
"get anItem" - Just sticks an item into player's inventory. Used anywhere, anytime.
"give anItem to aResource" - Assigns an item to a foe inventory for player to pickup. Examples are the mummy wrapping quest and magic item in giant-killing quest. Script author must set item permanent if player is intended to keep it.

========

Appendix:
Tipton's quest writing documentation
Interkarma's status page regarding quest implementation
UESP item codes index
Come give your feedback on the ideas in my general thread, and share your DFU characters in the character thread.
Quest-writing tutorial here. Guide for new Daggerfall players here. Daggerfall Mechanics thread here.

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