That works in full scripts, but when I get a script for my dialogue info, I can't edit the properties, or the source. So I cannot do that...
Script fragments in Topic Info are exactly like any other scripts. It is possible to edit their code and access their properties like any other script. And the code I posted to access and change variables in quest scripts works very well. I built the whole menu system with hundreds of options on that.
GetOwningQuest() is a member function of TopicInfo, you don't need to specify an object for it when using it in quest dialogue as it runs from a TopicInfo already.
Every single quest I have seen that uses GetOwningQuest() in quest dialogue uses it like this. Every quest I have seen that's made by Bethesda too.
Object? Possibly no. Reference? Definitely yes.
you can't just type in script fragment:
(GetOwningQuest().MetHenrik) = 1
because this won't even compile
but you can type:
(GetOwningQuest() as myQuestScript).MetHerik = 1
this compiles just fine and GetOwningQuest() references here particular script assigned to certain quest
And every single script in original game that has GetOwningQuest() function uses it in such a way...