Turns out many dialogs have a dialog choice pointing to KeyTarget{0}. This just indicates that the choice causes the dialog to be finished. Because we were
missing this choice in the collector quest dialog we were not skipping the dialog when the state was set.
Turns out many dialogs have a dialog choice pointing to KeyTarget{0}. This just indicates that the choice causes the dialog to be finished. Because we were missing this choice in the collector quest dialog we were not skipping the dialog when the state was set.