As far as I know, the quest aliases should fire when the quest begins, creating and/or applying to whichever actors and objects are defined. The quest begins, both silently to activate the courier, then officially when the key changes containers to the player. Currently, the quest is activated by on OnInit even attached to the quest, itself. I'm using pQuest.SetStage(0), because pQuest.Start() didn't work. Would this not cause the aliases to fire? At one point I could leave Start Game Enabled ticked and have it activate properly, but after adding to the quest this no longer function, so the OnInit even was necessary.
I also attempted to begin the quest through the Story Manager, which didn't work. The event was set to On Location Change, and the quest was added to the Story Manager. I moved the particular node to the top of the stack, left shared ticked, and set conditions to check that the quest had not begun and was not already completed. I would expect the quest to begin on one change location event, and the courier to activate on the second, but neither of these occured. I added a debug.message box to the first stage and it didn't fire, so I believe the quest wasn't properly starting on the event.
All I'm trying to do is start a quest the moment the player loads into the game. On the first stage a courier is activated and should deliver an alias, which activates the next stage upon changing containers. If anybody knows of a better way to execute this, I would love to know.
Thanks
