Ah, but you could always share out the quests directory and allow someone to connect to it externally (or simply have it create the quests). Or have a quest importer that would append the quest text into existing NPC quest files. That would actually make it really easy for anyone to add new quests without having to touch all of the NPC files.
Here's what I'm thinking:
Masterlist directory: contains a list of quests. Inside the files are the following:
Code:
<step1>
<char>say::"Hail, Oogabooga"</char>
<NPC>say::"What you want? Oogabooga can make yooz a [pretty shield]."</NPC>
</step1>
<step2>
<char>say::"pretty shield"</char>
<NPC>say::"Yep. Yooz bring me a body from a [big spider] and me make a shield for yooz."</NPC>
</step2>
<step3>
<char>say::"big spider"</char>
<NPC>say::"Yooz go to da desert on da odder side of da Innotool Swamp and der is a big spider der. Yooz smash him gud and bring me da body and me make yooz a shield."</NPC>
</step3>
<step4>
<char>give::Item#6759</char> (or whatever the numver for Terrorantula carapace is)
<NPC>say::"Ooh, yooz barshed him gud! Just a sekund, me make yooz a shield really quick!! Here yooz go, see, dis a pretty shield!!"</NPC>
<reward>createitem::Item#54768 (pretty shield); exp::2000; faction::Oogabooga/120</reward>
</step4>
So that's all in the master list. Call it "Oogabooga pretty shield" or whatever. Then when it imports the quest, it checks Oogabooga for the quests and if they're there, then it replaces those entries, if they're not, then it appends them on the end. You can always make a #rem statement to list the quests that are there. Example:
#rem Oogaboogaprettyshield,Oogaboogaprettysword,Oogaboo gaprettyboots,etc....
Then it knows what quests are there just by looking at the #rem line at the beginning.
Just thinking about how it could work for anyone. Then you just need to copy over the "Oogaboogaprettyshield.qst" file to anyone and they can import the quest into their quest list. It would require a little bit of rework on quests, but I think it would be worth it in the long run and it would be nice for the PEQ people, since they can always bring in quests to test, then remove them or update them quickly.
So basically you build the quest in the editor, it creates a quest file, then you import it into the actual NPC quest files.