QUOTE(tnu @ May 16 2008, 06:08 PM)

QUOTE(LoginToDownload @ May 16 2008, 01:03 PM)

I thought by "Active quest", he meant the primary one, that has the markers shown and such.
Actually that is what i mean you would be correct the quest tghat you currently have the markers shown for
At any rate, there isn't a function that would allow you to detect, and return any information based on that. Additionally, many quests are not self-contained, and rely on external scripts (npcs, items, activators) to do some of the work.
If a quest is broken, it's usually because you have some mod causing problems. in which case, any sort of scripting done in the base game, even if you could detect things all the way to the end, probably won't tell you much beyond something not being set properly. In this case I would check out what mods you have which alter the cell that the shop is in. All the quest variables might be set, the container just might be screwed up. And the only way to find that out would be to just look at it in game, and see what mods might be causing it.