SKYRIM
RTS for Skyrim by Ripvanwinkle111
Skyrim » Cities, towns, villages and hamlets
Added: 11/03/2012 - 06:22PM
Updated: 06/03/2014 - 12:18AM

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0.282 Latest version

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Uploaded by ripvanwinkle111

Description

Last updated at 0:18, 6 Mar 2014 Uploaded at 18:22, 11 Mar 2012

Credits to Arcoolka for all his ideas and concepts he pioneered in RTS for FO3 and New Vegas.
RTS for New Vegas

You can dynamically place houses, stores and objects, recruit villagers and merchants.
Random bandit raids or animal attacks.
Everything you place is paid for with gold or firewood.
The default is to pay with firewood and if you don't have enough to pay with gold.

When the mod starts, you will be given 3 food objects.
A RTS Controller and two RTS Scroll objects.

For your convenience, you should favorite and hotkey these items.

To access the settings and tutorial, press either RTS Scroll objects four times.
There is a TUTORIAL for placing objects and another for a House.

There are three classes of Merchant; blacksmith, General store and Apothecary.
Villagers who live in a store will automatically work as that class.
There are five merchant inventories for each class.
The merchant will randomly be assigned one of those inventories.
Merchant inventories reset every day.

So you could have 5 merchants with different inventories, or 10 merchants assigned to the same inventory.

You can recruit upto 200 individually named NPCs.
Villagers pay taxes of 10gp per day.
Villagers can become followers. (They are leveled NPC's, min 10, max 60)
Villagers will forage and harvest plants in the area.
Villagers not in combat will now heal 5pts per second. During combat they heal 2pts per second.

Four Militia Squads. You can have all your villagers following you at the same time.
You can tell your squad members to be essential or killable.
You can tell them to move out of your way.
You can tell them to harvest plants while following you. Butterflies and fish collection can be toggled.

New Orders> Assign uniform ------ New Orders> Done assigning uniform.
To assign a uniform, tell them you have a new uniform, it automatically forgets the old uniform.
Then give them the new armor, then tell them you are done.
A uniform can have upto one bow, one shield and one melee weapon plus other armor and jewelry.

If they already have the item, you need to take it and give it back to them.
If you don't assign a uniform, they will wear the item(s) you give them.
If you assign a uniform without a helmet and then later give them a helmet, they will wear the helmet till the next time you change cells.
If they have a shield assigned as part of their uniform and they equip a different shield, the script will make them switch to the assigned shield. Same for bows and melee weapon.
If they equip a spell, staff or torch, the script will not force them to change items.

You can have an unlimited number of houses, shelters and workshops.
* 6 new building types with internal cells
....You can build 30 of each style for a total of 180 internal cells.
....You can change the outside appearance of the house after you place it.
....This will not change the internal cell or the look of the door.
....Sneak and activate the door to get the menu.
....3 workshops, 1 tavern
....Two house styles that you can upgrade to workshops.
Eight Placeable Fast Travel Markers.
Bandit Raids.
Merchants pay a share of their profits to you. 100 gold per day.
Hire Lumberjacks to work at your Lumbermill.
--Each Lumberjack will make 800 firewood a day. As long as they are not on morning or evening patrol route.
Patrol routes with three patrol shifts.
--Eight Patrol Routes, eight markers for each route.
Placeable Lights
Plants, furniture, decorations, shrines, walls, etc.

*New blueprint spell : Conjuration
....Equip the spell, it will start highlighting objects you can blueprint.
....Cast the spell on the highlighted object you want to blueprint.

There is also a cheat menu to add gold, smithing supplies and alchemy supplies.


Durge13 Has created a new world space with flat ground to build your village in.
RTS Pillars of Creation
http://skyrim.nexusmods.com/downloads/file.php?id=12846

Change Log: (Previous change logs are in the readme)
-------------------------------------------------------------
0.18
Added: Patrol route marker categories.
...Three routes, eight markers for each route.
...If you skip any markers or don't place them all, they will return to the first marker for that step.
...You MUST place the first marker FIRST for everything to work right.
Added: Really, really bad text-to-voice dialogue. My microphone even added a hollow sound to it.
Added: Dialogue for patrol routes.
...Three patrol shifts with three routes gives you 9 combinations.
... One patrol shift is 8 hours. (6am, 2pm, 10pm)
... A villager can only have one route and one patrol shift at a time.
... It will take them a minute or two to begin their patrol.
Changed: If you don't like the cost of any category, you can change it in the CK, just change the cost property on that category activator.
.. Same for workshop upgrades, floor and furniture.
Changed: If you have upgraded your house with floor or furniture, it will be refunded if you demolish it.
Changed: If you have upgraded your house with floor or furniture and then upgrade to a workshop, it will deduct the price of the floor and furniture from the upgrade cost.

0.19
Added: Villager Dialogue to open inventory window.
Added: Item cost is now shown while you scroll through the Categories, but if you are scrolling quickly, it may take awhile for the messages to catch up.
Added: Bandit Raids.
... In the Settings menu, enable raids and one will start immediately.
... Random size raid(min 10, max 20), coming from a random direction.
... The next raid will come in 14 - 36 hours.
... Or, just hit enable raid again to start another wave.
Added: Villagers pay taxes of 10gp per day.
... Talk to any villager to collect your taxes.
Fixed: Villagers should go home after a raid, as long as it's less than 5 minutes from the start of the raid.
Added: More Raid Types.
Changed: Recruiting villagers now cost 200 gold.
Fixed: Quest script too long, causing some people to not be able to use any RTS control object.
Added: Merchants now pay a share of their profits to you. 100 gold per day

0.20
Added: Lumbermill
... There is a Wood Pile next to the saw blade.
... Activate the Lumber Pile to cut 20 Firewood and add it to the Wood Pile.
... If you leave any firewood in the wood pile, it will be added to the Village Supplies.
... Paying for any items will draw down the Village Supplies first.
Fixed: No longer place multiple sets of basic furniture.
Fixed: Merchants would not stop paying profits, this would cause the script to hang.
Fixed: Store Merchants now sell items instead of reserving them.
Fixed: Multiple copies of the Lumberpile.
... Hire Lumberjacks to work at your Lumbermill. (Activate the Anvil that is on the Lumbermill platform)
... Each Lumberjack will make 800 firewood a day. As long as they are not on morning or evening patrol route.
... Any NPC that uses the Lumbermill Idle animation will now make 20 firewood and place it in the Village supplies.

0.21
Added: Fast Travel Markers. (After you place the marker, you need to save/reload your game or exit/re-enter the cell or fast-travel.)
... One named "Your village", and seven numbered markers.
Fixed: Recruiting Villager would pay first before checking if there was room at that building.
Added: More containers.
Fixed: Previously existing houses and stores can now use the basic furniture button.
Added: Statues to the decor list.
Changed: Villagers will immediately equip any weapon or armor you give them, without having to be your follower.
... Villagers will remember what gear you gave them and will re-equip it if they change cells or you fast-travel.
... Does not work on existing villagers. You have to swap them out for new villagers.
Changed: Villager Count is visible in the Settings Menu.

0.22
Added: Four Militia Squads.
... You can now have all your villagers follow you at the same time.
... Follow close, far, hold position.
... May not work on existing villagers. You may have to swap them out for new villagers.
Changed: Increased Villager max level to 60.
Fixed: Villagers in Militia squads will sneak/equip/unequip weapons faster.
Fixed: Villagers in Militia squads are 90% more likely to assist you in committing murder of town guards.
Changed: All villagers set to 'Brave'.

0.23
New Commands: Essential or killable
New Commands: Assign uniform
New Commands: Harvest while following
New Commands: Don't collect butterflies and fish, just plants.
New Commands: Move out of your way.
Changed: You can now place multiple items without having to re-select the same item.
Changed: Removed exploit that let you use/activate objects before paying for them.
... To turn it back on, open the CK> Quests> RTScontrolQuest> RTScontrolQuestscript> AllowActivationBeforePaying> set to true
Changed: If you use console commands to resurrect your villager, it will no longer break the script updating.
Changed: Villagers not in combat will now heal 5pts per second. During combat they heal 2pts per second.
Fixed: Slow response when placing objects. This was caused by trying to decrease processing time.
Fixed: All squads can harvest plants. Not just squad one.
Changed: If a merchant or lumberjack is assigned to a squad, they will no longer pay profits nor collect firewood.
Changed: Guards who are assigned to night patrol will now sleep in the evening.
Changed: You can now sneak to remove campfires placed by this mod. This will remove their lightsource as well.

0.24
Change: Increased cost of lumbermill to 11000
Added: Stairs category
Added: 6 new building types with internal cells
....You can build 30 of each style for a total of 180 internal cells.
....You can change the outside appearance of the house after you place it.
....This will not change the internal cell or the look of the door.
....Sneak and activate the door to get the menu.
....3 workshops, 1 tavern
....Two house styles that you can upgrade to workshops.

0.25
Added: New blueprint spell : Conjuration
....The next time you use your RTS controller you will be given the spell.
....Equip the spell, it will start highlighting objects you can blueprint.
....Cast the spell on the highlighted object you want to blueprint.
....Not all objects can be blueprinted.
....Cost is based on size. Larger objects will cost more. Minimum 200 gold.

0.26
Changed: You can move the doors of the new interior cell houses.
Changed: Blueprint spell can move objects that have previously been placed.
Changed: Changed the price calculation of blueprinted items.
Added: Dialogue option to have merchants sell 24/7
....May need to save/reload your game to update the merchant dialogue.
....May even need to load a different save before loading your current game to make new dialogue options appear.
Added: Door Teleporters
....Connect any two locations with a placeable Teleport door.
....These are different than the old doors.

0.27
Changed: Placing teleport doors while changing cells or fast travelling should work better.
Changed: Internal cell house doors shouldn't reset anymore. Added code to fix issues even if they do.
Changed: Squad members won't harvest if you are sneaking.
Changed: If a villager is not in a squad/on patrol and doesn't have a house and can't find a house, they will run to your village fast travel marker.

0.28
Changed: Placeing patrol routes is easier. Place the first one in the list and it automatically cycles to the next one in the sequence.
...Example: Select Route 2 Area 1, place it and it cycles to Area 2, ready to place.
Added: Five more patrol routes for a total of eight.
Added: Exterior houses now come with doors when you upgrade them. Older houses will add a door the next time you activate them.