Faction
Revision as of 13:47, 8 February 2024 by Oddlittleturtle (talk | contribs) (→Editor Dialog: Crime data and Vendor data updated)
Type: FACT
Papyrus: Faction Script
The Faction form allows you to specify the relationships and interactions between groups of Actors. The Faction object is found within the Object Window under the Character Category.
Editor DialogEdit
- ID: The ID, also referred to as Editor ID, is used by the Creation Kit to uniquely identify this record within a Data File.
- Name: This object's name as it will appear within user interface menus or when the player looks at it.
- Flags
- Hidden from PC: If checked, the faction never appears on the player's sheet, even if they are a member.
- Special Combat: If a faction is flagged as Special Combat, members can attack one another without sending a combat alarm. In previous Fallouts, this flag broke iCombatTargetPlayerSoftCap and fSneakSeenMin game settings. This flag does not appear to be used.
- Can be Owner: If checked, the faction can be selected as an owner for Interior Cells or Containers.
- Interfaction Relations: Assign how members of a faction feel about each other as well as members of other factions.
- Group Combat Reaction: Select either Neutral, Ally, Enemy, or Friend for this interfaction relation.
- 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.
- Group Combat Reaction: Select either Neutral, Ally, Enemy, or Friend for this interfaction relation.
- 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.
RanksEdit
The properties on this tab are depreciated, obsolete, or do not appear to be used by the game.
- Ranks: A list of rank entries define a members status and progression within the faction.
- Rank: The index of this rank is used to order rank progression.
- New: The right-click context menu will create a new rank entry.
- Delete: The right-click context menu will delete a rank entry.
- Rank Titles
- Male Title: A male members rank title. This property is depreciated, obsolete, or does not appear to be used by the game.
- Female Title: A female members rank title. This property is depreciated, obsolete, or does not appear to be used by the game.
- Rank Insignia: The Add Image File button is unresponsive but likely is intended to select a Texture File. This property is depreciated, obsolete, or does not appear to be used by the game.
CrimeEdit
Factions are simplified compared to other Fallouts and Skyrim. Crime is deprecated in Fallout 4. Only attack on sight is used by the Track Crime flag.
- Flags
- Do not report crimes against members:
- Ignore crimes against non-members
- Murder:
- Stealing:
- Assault:
- Trespass:
- Pickpocket:
- Track Crime: If a faction is flagged to track crime, its members will remember crimes against it.
- Exterior Jail Marker: xMarker or xMarkerHeading used to teleport the player to after being released from serving in jail. There are none in the vanilla game.
- Follower Wait Marker: xMarker or xMarkerHeading used for the active follower to wait while the player serves jail time. There are none in the vanilla game
- Stolen Goods Container: Container where stolen items confiscated from the player are stored upon being locked in jail. There are none in the vanilla game.
- Player Inventory Container: Container where the player's full inventory will go once the player is locked in jail. There are none in the vanilla game.
- Jail Outfit: Outfit record used by the player while they are in jail. There is not one defined by the vanilla game.
- Shared Crime Faction List: Formlist shared by the faction of crime factions.
- Attack on Sight: If checked, if the player does any of the crimes listed under "ignore crimes against non-members" against a member of the faction, they will attack the player immediately.
- Arrest: Not used.
- Crime Gold: Not used.
- Use Defaults:
- Murder:
- Assault:
- Pickpocket:
- Steal Mult.:
- Escape:
VendorsEdit
You can assign members of the faction to sell from a particular chest. Vendors should be separate from the main faction.
- Vendor: if checked, faction is a vendor
- Start Hour: Time of day the vendor starts offering goods.
- End Hour: Time of day the vendor stops offering goods. If you do not want the vendor to use any other dialogue than the vendor sales dialogue, set to 24. If Vendor is a Workshop Vendor, update the property on the Actor form to 24 hours.
- Location: Tells the engine where the vendor needs to be to sell goods.
- At Package Location
- Linked Reference
- Near Editor Location: Vendor will sell if near their editor location.
- Near Package Start Location: Vendor will sell if near the start of their package.
- In Cell: Vendor will sell if inside specific cell.
- Near Reference: Vendor will sell if near the assigned reference.
- Loc Alias:
- Ref Alias:
- Interrupt Data:
- Packdata Target:
- Radius: How close the vendor needs to be to the location.
- Buys Stolen Items: Sets the vendor up as a fence.
- Buys NonStolen Items: Vendor will not buy stolen items.
- Vendor List: This is simplified for Fallout 4. A Formlist with keywords of items the vendor will buy. Most vendors are flagged to buy items not in the list because keywords are all over the place and not as consistent as they were in Skyrim.
- Filter:
- Vendor Buy/Sell List:
- Buy/sell everything not in list?:
- Container:
- Merchant Container:
- Filter:
- Cell:
- Reference:
- Vendor Conditions: The Conditions must be met.
NotesEdit
None