Difference between revisions of "Faction"

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==Faction Window==
==Faction Window==
*'''Flags''':
*'''Flags''':
** '''Hidden from PC:''' If checked, the faction never appears on the player's sheet, even if he is a member.  
** '''Hidden from PC:''' If checked, the faction never appears on the player's sheet, even if he is a member. (?)
** '''Special Combat:'''  
** '''Special Combat:'''  
** '''Can be Owner:''' If checked, the faction can be selected as an owner for [[Interior Cells]] or [[Container]].  
** '''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.
*'''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.
**'''Group Combat Reaction:''' Either Neutral, Ally, Enemy, or Friend.
*** Enemy: Enemy actors are attacked on sight by Aggressive, Very Aggressive, and Frenzied actors, and are not assisted by anyone.
*** 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 and Frenzied actors, and are not assisted by anyone.
*** Friend: Friends will only be attacked by Frenzied actors, and will be assisted by Helps Friends and Allies actors.
*** Ally: Allies will only be attacked by Frenzied actors, and will be assisted by Helps Friends and Allies and Helps Allies actors.
*'''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.


:# Enemy: Enemy actors are attacked on sight by Aggressive and Very Aggressive actors.
===Crime Tab===
:# 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.
:# 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.
:# 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.
*'''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.


* '''Track Crime:''' If a faction is flagged to track crime, its members will remember crimes against it. See [[Crime]].
For more information, see the [[Creating a Custom Crime Faction]] tutorial.


===Vendor Tab===
===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.
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 in-game.


*'''Start Hour/End Hour:''' These allow you to set what hours of the day the faction members will offer goods.
*'''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.
*'''Location:''' Used to set where the vendor needs to be to sell goods.
** ''At Package Location'':  
** ''At Package Location'':  
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** ''Interrupt Data'':  
** ''Interrupt Data'':  
** ''Packdata Target'':  
** ''Packdata Target'':  
*'''Radius:''' How close the merchant needs to be to the set location.
*'''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".
*'''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).
*'''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.
*'''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.


==See Also==
==See Also==
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