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)
%gii (gold amount you're carrying)
%god (a deity at random)
%hnt (a directional hint to a location)
%key (resolves blank)
%loc (resolves blank)
%ltn (current legal reputation)
%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)
%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)
decanter (not equippable and has no icon)
deed (a sapphire)
drug (randomly resolves among illicit substances. No use nor inventory icon)
element (lead, mercury, lodestone, silver, lead, etc)
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)
junk (quiver, large sack, wine rack, small chest. No icons)
lantern (no icon)
large_plant (red berries, yellow flowers, cactus, root tendril, etc)
large_sack (no icon)
magic_item (resolves to ruby, known workaround by Interkarma until magic implementation)
mantella_crux (named Mantella in dialogue and inventory, no icon)
map (no icon, doesn't yet reveal new dungeons)
mark (no icon)
mineral (emerald or ruby)
misc (big tooth, holy relic, nectar, ichor, etc)
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)
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)
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)
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)
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)
tusk (wereboar's tusk)
wand (no icon)
womens_robe (female plain robes, blue)
weapon (currently resolves to a random iron weapon)
The following permanent places are defined.
Mantellan_Crux (erroneously defined as Llugwych Castle, noted by Interkarma)
The following place variables are defined.
dungeon (only as remote location, same as classic)
dungeon2 (resolves as a blank entry only)
dungeon17 (resolves as blank entry. No quest markers, exterior use only)
dungeon18 (same as 17)
house4 (when remote, always resolves to a residence in the current town)
magery (Fighters Guild, Mages Guild, or Knightly Order)
random (resolves to any other entry except palace(?) or dungeon)
cult (doesn't trigger when pc at)
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.
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)
The following NPC factions are defined.
Azura [Azura graphic, random name]
Dancers [mid-class nobles]
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]
The_Dark_Brotherhood and all Dark Brotherhood subfactions
The_Night_Mother [The Night Mother only]
The_Travelers_League [Mages Guild]
The_Underking [The Underking only, old bald Redguard]
The following NPC groups are defined.
* means untested by myself.
Work in progress, more to come.
_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.
Tipton's quest writing documentation
Interkarma's status page regarding quest implementation
UESP item codes index
For all talk about quests. Creating, testing, bugs, and development progress.
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