Difference between revisions of "Faction"

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2,635 bytes added ,  8 February
→‎Editor Dialog: Crime data and Vendor data updated
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(→‎Editor Dialog: Crime data and Vendor data updated)
 
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*'''Flags'''
*'''Flags'''
**'''Hidden from PC:''' If checked, the faction never appears on the player's sheet, even if they are a member.
**'''Hidden from PC:''' If checked, the faction never appears on the player's sheet, even if they are a member.
**'''Special Combat:'''  
**'''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 [[Container]]s.  
**'''Can be Owner:''' If checked, the faction can be selected as an owner for [[Interior Cells]] or [[Container]]s.  
*'''Interfaction Relations:''' Assign how members of a faction feel about each other as well as members of other factions.
*'''Interfaction Relations:''' Assign how members of a faction feel about each other as well as members of other factions.
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=== Crime ===
=== Crime ===
[[File:Faction Crime Editor.png|right]]
[[File:Faction Crime Editor.png|right]]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'''
*'''Flags'''
**'''Do not report crimes against members:'''
**'''Do not report crimes against members:'''
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***'''Trespass:'''
***'''Trespass:'''
***'''Pickpocket:'''
***'''Pickpocket:'''
*'''Track Crime:'''
*'''Track Crime:''' If a faction is flagged to track crime, its members will remember crimes against it.
**'''Exterior Jail Marker:'''
**'''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:'''
**'''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:'''
**'''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:'''
**'''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:'''
**'''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:'''
**'''Shared Crime Faction List:''' Formlist shared by the faction of crime factions.
**'''Attack on Sight:'''
**'''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:'''
**'''Arrest: Not used.'''
**'''Crime Gold:'''
**'''Crime Gold: Not used.'''
***'''Use Defaults:'''
***'''Use Defaults:'''
***'''Murder:'''
***'''Murder:'''
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=== Vendors ===
=== Vendors ===
[[File:Faction Vendor Editor.png|right]]
[[File:Faction Vendor Editor.png|right]]You can assign members of the faction to sell from a particular chest. Vendors should be separate from the main faction.
*'''Vendor:'''
*'''Vendor:''' if checked, faction is a vendor
*'''Start Hour:'''
*'''Start Hour:''' Time of day the vendor starts offering goods.
*'''End Hour:'''
*'''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:'''
*'''Location:''' Tells the engine where the vendor needs to be to sell goods.
**'''View:'''
**'''At Package Location'''
*'''Radius:'''
**'''Linked Reference'''
*'''Buys Stolen Items'''
**'''Near Editor Location:''' Vendor will sell if near their editor location.
*'''Buys NonStolen Items:'''
**'''Near Package Start Location:''' Vendor will sell if near the start of their package.
*'''Vendor List'''
**'''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|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:'''
**'''Filter:'''
**'''Vendor Buy/Sell List:'''
**'''Vendor Buy/Sell List:'''

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