Difference between revisions of "Faction"

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(→‎Vendor Tab: Added stolen goods checkbox.)
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*'''Merchant Container:''' Sets what container the merchant will sell goods from. Note that a vendor will not sell items in this container unless they also match the vendor's buy/sell list mentioned above.
*'''Merchant Container:''' Sets what container the merchant will sell goods from. Note that a vendor will not sell items in this container unless they also match the vendor's buy/sell list mentioned above.
*'''Only Buys Stolen Goods:''' Sets this vendor up to only pay for stolen items the player wants to fence.


(for more information on creating Merchants, see the [[Creating a Merchant]] tutorial)
(for more information on creating Merchants, see the [[Creating a Merchant]] tutorial)

Revision as of 20:10, 27 April 2014

Faction Window

  • Flags:
    • Hidden from PC: If checked, the faction never appears on the player's sheet, even if he is a member. (?)
    • Special Combat:
    • Can be Owner: If checked, the faction can be selected as an owner for Interior Cells or Container.
  • Interfaction Relations: This is where you set up how members of a faction feel about each other as well as members of other factions.
    • Group Combat Reaction: Either Neutral, Ally, Enemy, or Friend.
  1. Enemy: Enemy actors are attacked on sight by Aggressive and Very Aggressive actors.
  2. Neutral: This is how all factions relate to each other by default, even if you don't specify it. Neutrals will be attacked by Very Aggressive actors.
  3. Friend: Friends cannot attack each other under any circumstances. An actor's Assistance setting determine whether it will help a Friend in combat or not.
  4. Ally: Allies cannot attack each other under any circumstances. An actor's Assistance setting determine whether it will help an Ally in combat or not.
  • Members Lists the Name, FormID and Rank of Faction's members. You can drag NPCs into this list to make them a part of the faction.

Crime Tab

  • Ignore crimes against non-members: If a member of different crime faction is a victim of a crime type flagged here, members of this crime faction will not report it to the victim's crime faction
  • Do not report crimes against members: The actor will still be protected by the crime faction, but will only care about their own hide.
  • Track Crime: If a faction is flagged to track crime, its members will remember crimes against it. See Crime.
    • Exterior Jail Marker: Player gets teleported here after being released from custody. Should point to the PrisonMarker reference outside the prison building.
    • Follower Wait Marker: A marker near which followers will wait if the player gets sent to jail.
    • Stolen Goods Container: The player's stolen items are put here in case of an arrest. Should point to an EvidenceChestStolenGoods reference.
    • Player Inventory Container: Holds the player's personal items during their time in prison. Should point to an EvidenceChestPlayerInventory reference.
    • Jail Outfit: The clothes given to the player in prison. Usually BeggarOutfit.
    • Shared Crime Faction List: Usually points to a FormList containing all crime factions in the base game. Is used for the Companions werewolf rampage; other purposes unknown.
    • Attack on Sight: If checked, guards will attack the player on sight if crime gold is high enough.
    • Arrest: If checked, guards will try to arrest the player.
    • Crime Gold: Allows you to specify bounty amounts allocated for specific crimes.
      • 'Use Defaults': Use the default values.

(for more information, see the Creating a Custom Crime Faction tutorial)

Vendor Tab

The Vendor Tab for Factions allows you to assign members of the faction to sell from a particular chest. This is how most merchants work ingame.

  • Start Hour/End Hour: These allow you to set what hours of the day the faction members will offer goods.
  • Location: Used to set where the vendor needs to be to sell goods.
    • At Package Location:
    • Linked Reference:
    • Near Editor Location: Merchant will sell if near their editor location.
    • Near Self: Merchant will sell if near themselves (all the time)
    • Near Package Start Location: Merchant will sell if near the start of their package.
    • In Cell: Merchant will sell if inside the cell specified.
    • Near Reference: Merchant will sell if near the assigned reference.
    • Loc Alias:
    • Ref Alias:
    • Interrupt Data:
    • Packdata Target:
  • Radius: How close the merchant needs to be to the set location.
  • Vendor Buy/Sell List: What type of goods the merchant will sell. This is usually a FormList with a set of keywords. The merchant will buy and sell any items which are tagged with keywords contained in this list. A number of such formlists are already available for you to use (and indeed are used by existing merchants) - they are prefixed with "Vendor".
  • Not Buy/Sell This negates the vendor buy/sell list mentioned above. That is, the merchant will buy and sell items that DO NOT match the buy/sell list. This is useful, for example, when creating a vendor that buys everything except a few items, such as a pawnbroker might. The pawnbroker Belethor in Whiterun uses VendorItemsMisc as the buy/sell list, and has this checked so that he buys and sells everything except the one or two types in the VendorItemsMisc (namely, keys and things that are explicitly tagged not sellable).
  • Merchant Container: Sets what container the merchant will sell goods from. Note that a vendor will not sell items in this container unless they also match the vendor's buy/sell list mentioned above.
  • Only Buys Stolen Goods: Sets this vendor up to only pay for stolen items the player wants to fence.

(for more information on creating Merchants, see the Creating a Merchant tutorial)

See Also

  • AI Window - For details on actor aggression levels.