Currently, markers from quests with multiple objectives will usually display the wrong objective text. In reverse-engineering Skyrim's executable, I found that the rbx register contains a TESQuestTarget * in the same scope that the current code pulls out a TESQuest *. Through a slightly roundabout method, (TESQuestTarget is a very strange data type) we can deduce which BGSInstancedQuestObjectives should be associated with each marker, and thus can show the correct objective text on every marker, even markers pointing to teleport doors behind which lay multiple objectives. Note that it will still only display one quest's objectives at a time, due to the current implementation of HUDMarkerManager::SetMarkersExtraInfo().
Currently, markers from quests with multiple objectives will usually display the wrong objective text. In reverse-engineering Skyrim's executable, I found that the
rbx
register contains aTESQuestTarget *
in the same scope that the current code pulls out aTESQuest *
. Through a slightly roundabout method, (TESQuestTarget
is a very strange data type) we can deduce whichBGSInstancedQuestObjective
s should be associated with each marker, and thus can show the correct objective text on every marker, even markers pointing to teleport doors behind which lay multiple objectives. Note that it will still only display one quest's objectives at a time, due to the current implementation ofHUDMarkerManager::SetMarkersExtraInfo()
.