Got some ideas about new quests but first need to figure out what the quest system is capable of...
1) Newly created npcs - can they be made to be 'parents' (that's the term for the quest giver right?) for quests? If so, is there any special method to do this?
2) Can there be several 'parents' of quests - ie 2 different npcs are created in different gulags, for instance escape and garbage. Each npc gives the same quests and realize when certain quests of the other npc have been completed (and thus unavailable to repeat). Both npcs can give rewards for finishing quests no matter which of them gave the quest in the first place. Basically these two npcs serve as one person in terms of how their quests are handled.
By doing this it makes backtracking less of an issue, also means I can put the npcs in more dangerous areas without too much worry that they will be killed or not as there are backups. The thing is, I don't remember any quests in SOC that mirror this behaviour so I was unsure if this was possible. Is it as simple as just copy and pasting the quest/dialog tree into each gulag's xml?
3) Can you create, for example, three quests making them all available at the same time but as soon as one of the quests is chosen the other quests disappear forever and cannot be completed? Once the quest is completed a new set of three quests appear and the process repeats itself. eg: of the three quests - 1st kill wolf, 2nd protect wolf, 3rd get wolf a big gun. you choose 2nd protect wolf, the next three quests in the quest tree are 1st get wolf a vodka 2nd get wolf a soft drink 3rd get wolf a med kit. The two other choices in the first example: kill wolf and get wolf a big gun, disappear forever. BUT if I had chosen 3rd get wolf a big gun then a whole different set of three quests would appear instead: 1st get an artifact for wolf 2nd kill pack of blind dogs...etc?