In the papyrus fragment for the last stage, you can call NextQuest.Start().
Alternatively you can set up the quest to be started by the StoryManager in response to an event, and put a GetQuestCompleted (PreviousQuest, 1) condition on the quest node there.
When I do that, I get an undefined term error when compiling:
Adding this to the last stage's papyrus section:
DRestore.Start()
With a result of:
Starting 1 compile threads for 1 files... Compiling "QF_DIntro_01023DE0"... c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\QF_DIntro_01023DE0.psc(33,0): variable DRestore is undefined c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\QF_DIntro_01023DE0.psc(33,14): none is not a known user-defined type No output generated for QF_DIntro_01023DE0, compilation failed.
Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on QF_DIntro_01023DE0
Because you need to tell your papyrus fragment what DRestore is. Make DRestore a Quest-type property of the fragment, and fill it with the quest you want to start.
@h4vent: I have tried the next quest drop-down box, and as far as I know and have read elsewhere, that doesn't do anything.
@Ingenue: Thanks. I knew it had to be declared somehow, and that that was ultimately the problem, but I hadn't though to add another property to that quest stage script to do it (the CK tutorials never mentioned that little properties box!)
For future reference for anyone searching for this solution: http://www.creationkit.com/FAQ:_My_Script_Doesn%27t_Work!#Quests
@h4vent: I have tried the next quest drop-down box, and as far as I know and have read elsewhere, that doesn't do anything.
Actually, having gone back into my modded stuff and checked ... you maybe right. I was sure I had used it; but when I go back to check I had not ... Maybe I tried to use it and it didn't work ... Or maybe I looked at it but never used it ... Or maybe I'm just talking nonsense (which happens quite a bit, to be fair )