Quest Editor

The Quest Editor allows you to create quest files to use in your custom quests. It is also used to wire up scripted scenes.

Starting up

To run the Quest Editor, you must have the .NET framework installed. You will be prompted to install it if it is not found on your computer. Starting up the Quest Editor takes a lot of time and uses a lot of memory, because it keeps the whole database in memory. After selecting a mod, that mod's database is also loaded into memory. So be patient.

At long last, you will see the quest editor's user interface, constisting of four main areas. To the right are the database ressources, here you will find the main game's database as well as any custom database folders you created in the Art Manager. To the left is the list of quests you are currently editing. In the center window you build your quest by adding quest steps, triggers, conditions and actions. In the bottom left area, the properties of the highlighted quest, trigger, condition, or action are shown and can be edited.

To edit a property, double click the value field. Numeral values can be entered directly. Boolean values can be chosen in a drop down field. Database record values can be entered directly, but it is much easier to highlight the chosen record in the asset chooser window (the right one) and then clicking the button with the ellipsis (...) in the property value field.

Two special cases:

Token values are selected fom the tokens.bin file. When making a new mod, the Art Manager creates an empty tokens.bin file for you. Mark that this empty file is read-only at first, so you have to change the flag before using the file. Before you can use a token, you must add it to the file, which is done by clicking the button with the spanner icon.

Quest values are selected from a list of quests. In order to reference a new made quest, you must at lest build it once in the Art manager, as it does not appear on the list till then.

Most property changes will be reflected at once in the central window, e.g. instead of 'Kill Monster X' it will say 'Kill Monster Satyr1'.

Beginning a new quest

Before making a new quest, always select the mod you are making it for first. This will load up your mod's database and let you use your own database records.

Then, from the menu choose 'New Quest Document' or press the leftmost button, which does the same. You are now ready to add steps to your quest.

Properties of the Questfile

If you select your questfile in the files fram of the Quest Editor the properties of your questfile will appear.

All Reward properties are used to show the reward in your quest window. To give the player his reward you have to use the Give Player N,N,N gold/attribute/skill/experience or Give Player Item X,X,X actions.

List of properties:

Filename filled automaticly after the first save of your quest.
QuestName here you can insert a name, but this name appears only in the files frame of the Quest Editor
RewardItemTagEpic Tag Reference from your Modstrings.txt
RewardItemTagLegendary Tag Reference from your Modstrings.txt
RewardItemTagNormal Tag Reference from your Modstrings.txt

Quest Steps and Triggers

Quest Editor toolbar queststep.jpg A quest is made of a series of quest steps, each quest step is made of one, or more triggers. A new quest step is used for each major event of a quest.

Quest Editor toolbar triggers.jpg A trigger allows you to setup events that will occur when specific conditions are met. The trigger is then activated, and the actions are applied.

After being activated once, the trigger shuts down. You can specify whether it gets live again when the custom map is restarted or whether it fires once only.

There is no way to make a trigger refire during the same session of Titan Quest.

Fairytale messagebox critical.png Quest steps and triggers:

It has not been offically verified but, sometimes the triggers do not work correctly if you put more than one in a single quest step. So, it is the best to add only one trigger per step!


Quest Editor toolbar conditions.jpg The conditions list allows you to choose the conditions that, once met, will activate the trigger. A trigger must have at least one condition, you can combine several. All of those must be met to fire the trigger. Conditions in the Quest Editor can be active or passive, or a combination of both. An active condition is continually checked by the game.

All the conditions have two common fields:

  • Not (boolean): If this is set to true, the condition becomes the contrary.
  • Resettable (boolean): If this is set to true, the trigger can be refired by the condition after the game has been exited to the main menu and then restarted. The trigger is also reseted if you left the region/grid via portal or move further and the level is unloaded by the engine.


Quest Editor toolbar actions.jpg The actions list allows you to choose the actions that you want to happen, when the trigger's conditions are met.

Each action has specific fields that needs to be filed up with the mod's resources or database records when used.

There is a wide choice of actions included in the Quest Editor.

Fairytale messagebox info.png Find your action:

Unfortunatly the actions and the conditions are both not sorted in the selection dialog. But instead of searching every time for an action, you can click within the choice box and press the key of the first letter of your desired action. (e.g. "u" for update...) Repeat pressing the key until your action is highlighted.


Quest Editor toolbar tokens.jpg Tokens are invisible flags that you can use to keep track of the quest events. You can give them to the player when a trigger fires, take them away when a trigger fires, and check whether the player has or has not got them in the condition of triggers. Mostly, the player gets them for achieving specific goals of the quest.

To use a token, it must be defined in the tokens.bin file.

Adding the quest to the mod

First, save your quest file. You must make sure you save it in the correct folder. Otherwise you will not be able to create an asset of your quest file in the Art manager. The quest editor does not choose the correct folder for you, even when you loaded your mod at the start!

The location to save the file should be

<your working directory>/CustomMaps/<Name of your mod>/source/quests

Two more steps are required, the first one consists of creating the asset for the quest file in the Art Manager, and updating the mod with the new quest file by building it. You need to do this only once for every quest.

The second step consists of adding the quest to the mod's world file in the Map Editor. This is done by opening the mod's world in the Map Editor, then select Quest in the menu bar, click 'add' and from the quest list that pops up choose your quest(s), then save. (Select multiple quests by shift-clicking.) Don't forget to rebuild your mod in the Art Manager again to update it with the new world file.

Fairytale messagebox critical.png If you already have quests implemented in the mod and want to add new ones, you must select all your quests for them to show up in the quest list and be valid.
Fairytale messagebox info.png Tip:

If you edit a quest file already implemented in the mod, keeping the same name for your quest, you only need to rebuild your mod to activate your modifications.

See Also

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