@TonyLi I'm having another issue unfortunately. I can't seem to get my quest to become active or the alert message to appear. I've looked at the sample scene in the Invector integration and compared everything to mine and I can't find anything I'm doing different. In my conversation, here is the Sequencer to activate the quest and show the alert. SetQuestState("Purge Undead", "active"); Variable["UndeadKilled"] = 0; Variable["Alert"] = "New Quest: Kill 10 Skeletons" I've double checked the quest name matches, but still nothing happens. I have one conversation node with the following condition: CurrentQuestState("Purge Undead") == "unassigned" And another as follows: CurrentQuestState("Purge Undead") == "assigned" If I do the first node and then come back and interact with the NPC again, the first node still comes up, so I know the quest isn't being activated. Any ideas where I might have missed something?