[Help] Setting a condition to a faction

Post » Tue Aug 04, 2015 11:41 am

I'm trying to make a mod for the Civil War, which makes ALL NPCs (Guards, etc, not only soldiers) from the opposing faction attack me on sight after the Battle of Whiterun. (As most of Skyrim will then recognise the player as a member of either the Empire or the Stormcloaks.)

To do this, I added 2 factions to the player NPC (00000007). Those factions will make either all NPCs allied with the Stormcloaks or the Empire attack the player.
I want to make those 2 factions (that I added to the player NPC) active after the Battle of Whiterun. (so before, they're disabled.) However, there only appears to be an option for the Condition of Faction Vendors. Is there any possibility to do this without using scripts?

Thanks in advance

Kind regards

Sac

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Chris Duncan
 
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Post » Tue Aug 04, 2015 12:42 am

don't add anything to the player character in ck, it's a capital compatibility crime :-)

instead, just prepare your 2 factions in ck, and when you want them to become active, add the player to the one you need like

Game.GetPlayer ().http://www.creationkit.com/AddToFaction_-_Actor ( YourFactionProperty )

and when you're at it already, also don't set the faction relations in ck, you'll have to also edit the vanilla factions there and this also has compatibility issues screaming all over it. better use http://www.creationkit.com/SetAlly_-_Factionresp http://www.creationkit.com/SetEnemy_-_Factionto set relations at runtime (you could basically also just set relations to PlayerFaction then and wouldn't even need your custom factions, if that's all you need them for)

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Lawrence Armijo
 
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Post » Tue Aug 04, 2015 2:54 pm

I know almost nothing about scripts.

I just duplicated the aggression factions into a new FormID and added them to the existing factions and the player NPC (00000007).

I'm not sure how to make the script that you suggested, though.

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Eilidh Brian
 
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Joined: Mon Jun 19, 2006 10:45 am


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