# Quests ## Quest data (measured 2026-10-17 / 2026-10-25) - Quest table `g_quests` (vector begin/end `0xaa9e98` / `0xaa9e9c`), 0x124 bytes per quest: id +0, internal name +4 (ANSI), scripts +0x10c (run on trigger), +0x114 (one-time, cleared after it ran), +0x118 success end, +0x11c failure end (only quests with one can fail), flags +0x120: 1 triggered, 2 done, 4 in progress, 8 busy (while the trigger runs its scripts). `game/engine/quests.h`. - Quest manager: static object `0xaaaf00` (script interpreter). Quest book vector +0x424..+0x428, plain 0x174-byte entries (serialized field by field): state +4 (2 active, 100 solved, 101 failed), quest id +8, map position +0x14..+0x20; per player (16) a selected entry index at +0x3a8 + player * 8. - Script opcodes (keyword table `0x452540`): LoseQuest `0x36` and ExitQuest `0x0f` -> `0x48f110` -> `Quest_End` `0x46ced0` (thiscall (index, ?, success), ret 0xc; LoseQuest success 0, ExitQuest 1). QuestDone `0x0a` tests flag 2, QuestInProgress `0x0c` flag 4. - `Quest_Trigger` `0x46de10` (cdecl (index, ?, ?, ?), plain ret): does nothing if flag 1 is set; else sets 1 | 8, runs +0x114 (then cleared) and +0x10c, clears 8. Talking to a giver triggered a quest (flags 0 -> 1, no book entry yet); accepting it set flag 4 and added a book entry, state 2. - `Quest_End`: if the quest is in progress and not done, runs the end script (success / failure) and sets done (flags 3); the book entry's state becomes 100 / 101. Quests with ids 2600..3599 (the generic "Bringe NPC zu ...", "Eskortiere ...", ...) are copied to the end of the table under a new id (largest + 1, at least 10000): the game repeats those itself. - Compiled quest scripts: `bin\sgf.bin` (labels such as `LoseQuest_10255`, texts `res:...`; random side quests use `DQ_` names, time limits `DQ_ZEITFENSTER_TAGE`). - Example (Gladiator, Silber, 2026-10-25): failed Hetzjagd 1502, Pony Express 5005, Rette Jungfrau 2504, Eskortiere Händler zu geheimen Treffen 1403, all flags 3, book state 101. ## Failed quests restartable (request 2026-10-17) A failed quest is not final: talking to the quest giver again offers it again. `mods/questfail.cpp`: after `Quest_End` with success 0 (its failure script has run) the quest's flags 1/2/4/8 are cleared and its book entries removed, as if never triggered; quests failed before the mod are reset once after loading. Confirmed in the log (the four quests above reset, 2026-10-25); the giver offering them again is still to be tested in the game.