Faction

Revision as of 05:41, 10 February 2012 by imported>Thepal (→‎Vendor Tab)

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.
  • Merchant Container: Sets what container the merchant will sell goods from.

See Also

  • AI Window - For details on actor aggression levels.