Modding/Quest/

Quests interworks
In Pillars of Eternity most (all?) of the Quests is controlled by two type xml files. One important part of these files are the conditionals which guard the entrance to the next quest state and one other are the script functions which allow nearly anything, from saving the game to let an npc attack a party member. (Mostly) Conversation options are in charge to advance quest states. To glue conditionals, scripts and conversations together there is another important part in the files, named “events”. These Events are handled and watched ingame an can be triggerd by a conversation or aquiring an item and more.

Conditionals
Conditionals evaluate generally to true or false and can be used to determine, if a dialogue option is available or if the player has a favored reputation.

Conditionals have 0 to 5 Parameters. For a list see Modding/Conditionals

Script functions
Scripts are functions exceuted ingame on reaching oder exiting a node of a quest or conversation.

Scripts can have 0 to 7 Parameters.

For a list see Modding/Scripts.

Table of known NPCs
This is a list of all in Conversations used NPCs or CREs (Creatures) and their names = Instance Tag. Sometimes they have generic names, sometimes they have no name at all. To get an idea where the NPC is located the 3rd column gives the conversation files in which it is referenced. If in the Instance Tag is an | then this NPC has different names in different files. Names in " are deducted from filenames.

There is no guarantee that this list is complete.

There is one special guid to refer to the player character: b1a8e901-0000-0000-0000-000000000000