Faction

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Revision as of 13:34, 16 February 2012 by imported>Sirtaj (Some extended info on Buy/Sell lists and checkbox.)
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Faction Window

  • 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.
  • Track Crime: If a faction is flagged to track crime, its members will remember crimes against it. See Crime.

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.

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

See Also

  • AI Window - For details on actor aggression levels.