I tested with these scripts:
Spoiler
Scriptname fg109TestQuestScript extends QuestInt property MyInt = 0 AutoEvent OnReset() Debug.Notification("Quest Reset")EndEventEvent OnInit() RegisterForSingleUpdate(1)EndEventEvent OnUpdate() MyInt += 1 Debug.Notification("Quest Update " + MyInt)EndEvent Spoiler
Scriptname fg109TestAliasScript extends ReferenceAliasEvent OnReset() Debug.Notification("Alias Reset")EndEventEvent OnInit() RegisterForUpdate(5)EndEventEvent OnUpdate() if !(Game.GetPlayer().IsSneaking()) GetReference().Reset() else int OldInt = (GetOwningQuest() as fg109TestQuestScript).MyInt GetOwningQuest().Reset() Debug.Notification("OldInt = " + OldInt + ", NewInt = " + (GetOwningQuest() as fg109TestQuestScript).MyInt) endifEndEvent Spoiler
Scriptname fg109TestMEScript extends ActiveMagicEffectQuest property TestQuest autoEvent OnEffectStart(Actor akTarget, Actor akCaster) int OldInt = (TestQuest as fg109TestQuestScript).MyInt if !(Game.GetPlayer().IsSneaking()) TestQuest.Stop() TestQuest.Start() else TestQuest.Reset() endif Debug.Notification("OldInt = " + OldInt + ", NewInt = " + (TestQuest as fg109TestQuestScript).MyInt)EndEventI tried resetting the actor filling the alias, resetting the quest owning the alias, and stopping/starting the quest owning the alias. I also tried doing the same through console commands. None of those actions resulted in reset messages from either the quest script or the reference alias script.
Calling reset on the quest did not seem to do anything, because the integer property in the quest script remained the same. Stopping and then starting the quest did result in the integer property returning to its default value.
EDIT: If nobody chimes in to say "You're wrong you idiot!" by tomorrow, I'm going to edit the wiki pages for the reset events and functions.
