For quests, when you accepted personal character's quest and fulfilled its current conditions, there should be a (custom?) button inside GMs that will allow you advance to the next stage of the quest. Another case is when you accepted personal character's quest to do something unique together with the character N times, there should be a button in GMs allowing to do it.
We have that in place and you know how to work it... I
know that you've edited all levels of Interaction menus!
It's just putting two and two together:
1) Player accepted a quest and fulfilled some of its conditions. At the end of such quest, you set some flag to a character.
2) You add a new button to interactions menus and condition it off that characters flag, it will obviously only work for that characters instance.
3) You have game jump to a label of your choosing from that menu to continue the quest.
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Thewlis is logging in to FP but he never writes anything or answers to PMs. Even if I dive into his code, I doubt that I can come up with a better solution. Maybe I can help in a sense of generalizing the approach like writing a line of conditioning code that will check if a character has any True flag that starts with "event_to_interactions" and we agree on a MAX of one label for a character called for example:
label event_to_interaction:
and rest is handled from within that label. That way any modder can use it but since we have no modders atm that are capable of writing that level of quests, it may not (yet) be required.
Should I fix old traits in commented out sections too? Like def create_customer(self, name="") section in classes - unique buildings.rpy for example, favtraits are commented out.
No, that I will delete soon, you've already tagged all traits with special properties (basetrait, sexual, body, race, character and so on), new code will use that instead of strings.
I may ask you to help with vase patterns for characters but we are not there yet.