Ids

A task and its steps are named by ids, and the mod id is part of the task id.

Things to know

  • A task has a key you choose, and the task id is your mod id, a dot and the key. The key is letters, digits, _ and -, up to 48 characters, with no dot. Two mods can never share a task id, because the mod id comes first. QuestAuthoring.TaskId(modId, key) builds the id for you.
  • An objective id is its key, and it must be unique inside its task. The game’s scripts use these ids when they ask whether a task or objective is active. (The game’s Lua functions are TaskActive("<taskId>"), ObjectiveActive and the others.)

Limits

  • Only the mod whose id starts the task id can change the task through QuestAuthoring. AddObjective, SetObjective, SetCounter, Finish and Fail return false for another mod’s task or for one of the game’s own. This works after a restart or a load, because the framework reads the mod from the id.