Open a companion's personal quest and close it if missed
A companion's own story should open when you are close enough, but it flickers away when affection dips, or stays open forever and breaks later chapters. Here is the small set of states and the rule for when each change happens.
Why this works
A promise made to the player must not be taken back by a passing mood. Once earned, the chance should stay until its season ends, and a clear closing time with a warning lets the player plan instead of being surprised.
When not to use it
Skip it when the quest should react to how the player treats the companion at every moment, or when it has no deadline and may wait for as long as it takes. Then keep it open or recompute it from affection each time.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 21 lines of example code with 6 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Open a companion's personal quest and close it if missed" (read_entry personal-quest-window-and-latch) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP