Added new functionality to "Lite" Organic Factions. This is going to add a TON of flexibility when creating new groups! Expect an update to the Organic Factions Extension soon!
Speaking of which, v1.4 of the Organic Factions framework is incompatible with v1.7 of the Organic Factions Extension. Please use the next version of Organic Factions Extension when it becomes available. See the main mod description for additional details.
Updated documentation.
For info on Organic Factions "Lite", along with a nexample mod, check out the accompanying video:
All factions I met so far are instantly attacking me on sight, and I don't know if I can do something about that. They also strong enough to one shot imperials and stormcloaks whenever they meet, which also means they kill my lvl 7 character with no issue
Hmmm, that's pretty strange. I mean the Forsworn are pretty nasty and will fight just about everyone...
I assume you have the Organic Faction Extension also installed, because the Stormcloaks and Imperials are only in that one.
Unfortunately this sounds like a pretty rare problem, and is probably related to some other mod changing faction or aggression settings. The only way to be sure is to try a fresh game with ONLY my mods activated, and then test how things behave; if they work out, then you can add one mod at a time back into your list until you find the culprit / bad interaction.
Looks like an interesting mod! Though I am curious, how does this affect game performance overall, and with the extension installed? Also, how compatible is it with mods such as Lawbringer or Skyrim Realistic Fort Conquest? Basically, mods that allow you to reconquer bandit forts, and hand them over to various factions such as the local Hold, the Empire or the Stormcloaks while also modifying the fort's appearance after you take over.
Thanks! Well, I coded scripts so they only update 1x per day, and they are staggered so they don't all crunch at once.
Lots of other folks here use Lawbringer and Fort Conquest, and I haven't heard of any major conflicts. The good news is my Factions are only in specific areas and do their own thing -- my AI doesn't try to impose itself over anything else.
If you give it a shot, I'd love to hear about your experience!
So it is modding time again... I am so looking forward to using this, gonna give it a try today.
Only thing I wonder about is: An pretty much essential part of most of my playthroughs is the Tundra Defense mod. I use to expand the games fortresses with a bunch of stuff and NPCs and new Idle Markers. I do so instead of building from scratch by myself because of the mods missing NavMesh (considering this, using the games given assets and mechanics is mandatory for a working TD build and a nice challenge). For example, I did several weeks of work in Fort Greymoor (the one you featured in the example video right in the beginning) and made a major fortress out of it and its surrounding area (even built an big arena on top of the rocks behind the fort, with basement and secret passages and stuff. Oh pardon, I'm rambling).
-- Will such somehow interfere with what your mod is doing? (I don't mind getting attacked eventually though.)
Hey thanks for considering this mod in your stack -- let me know how your playthrough goes! :) If you like it, you might want to also check out the [Organic Factions Extension].
Ooh, sounds like you have some awesome stuff going on at Fort Greymoor! Good news: I haven't built anything there yet -- and if / when I do, I'll try to make it as absolutely lightweight as possible to minimize conflicts.
Thanks, I hope you have fun with it! Stay safe, and happy holidays.
Hello! Super cool ideas here you have had! It is really neat that you are still working on this! Bravo!
I wonder; with a moderate amount of determination, could I remove quests and named Npcs and create a true organic faction skyrim from top to bottom? I mean using the factions, groups, and their motivations presented to the player in the vanilla game.
Big fan of old Majesty game here. Really though, I don't think I could do it. I just wonder if it's possible.
Hey, thanks so much. :) Glad you like the mod stack thus far.
To answer your question: I wouldn't advise removing vanilla NPCs and Quests and stuff from Skyrim -- a lot of that stuff has delicate hard-coding that can mess things up later. However, you can make vanilla Actors bosses of their own Lite Organic Factions, since it's the subordinates that point to them. For example, I plan on making [Fjola] the boss of a Lite Org Fac -- but I'm leaving all of her quests and stuff alone. That will significantly increase her impact on the world, instead of just being this optional side quest.
I hope that answers your questions -- happy modding! :)
Hello! I was wondering how compatible your Organic Factions mod is with mods like Missives that send you to vanilla forts/dungeons/towers etc. to kill certain NPC faction leaders, if your mod forces another faction to take over the same location?
Also wondering about mods like the Populated Series (forts, towers, dungeons) that add more NPCs to those vanilla locations, I would imagine they would spawn anyway and possibly fight the factions from your mod instead of conflicting but thought I’d ask!! Thanks!!
This particular mod just injects one "demo" Faction at Deepwood Vale. A few Faction members roam around Skyrim depending on the day of the week -- but, aside from that, this mod won't interfere with those 3rd party mod features you described.
The main purpose of this particular mod is to act as a "framework" to allow me and other modders to make other Organic Factions around Skyrim. I have done just that in the "Organic Factions Extension" if you want to give that a spin.
I'd love to hear your experience if you give this a go! Have a great weekend
506 comments
Added new functionality to "Lite" Organic Factions. This is going to add a TON of flexibility when creating new groups! Expect an update to the Organic Factions Extension soon!
Speaking of which, v1.4 of the Organic Factions framework is incompatible with v1.7 of the Organic Factions Extension. Please use the next version of Organic Factions Extension when it becomes available. See the main mod description for additional details.
Updated documentation.
For info on Organic Factions "Lite", along with a nexample mod, check out the accompanying video:
https://www.youtube.com/watch?v=GKl7_svjJ7E
I mean, OBIS Redone is still being updated, so who knows.
Well, plenty of Factions hate each other, too, and will scrap whether the player is there to witness it or not.
They also strong enough to one shot imperials and stormcloaks whenever they meet, which also means they kill my lvl 7 character with no issue
I assume you have the Organic Faction Extension also installed, because the Stormcloaks and Imperials are only in that one.
Unfortunately this sounds like a pretty rare problem, and is probably related to some other mod changing faction or aggression settings. The only way to be sure is to try a fresh game with ONLY my mods activated, and then test how things behave; if they work out, then you can add one mod at a time back into your list until you find the culprit / bad interaction.
Good luck!
Though I am curious, how does this affect game performance overall, and with the extension installed?
Also, how compatible is it with mods such as Lawbringer or Skyrim Realistic Fort Conquest? Basically, mods that allow you to reconquer bandit forts, and hand them over to various factions such as the local Hold, the Empire or the Stormcloaks while also modifying the fort's appearance after you take over.
Thanks! Well, I coded scripts so they only update 1x per day, and they are staggered so they don't all crunch at once.
Lots of other folks here use Lawbringer and Fort Conquest, and I haven't heard of any major conflicts. The good news is my Factions are only in specific areas and do their own thing -- my AI doesn't try to impose itself over anything else.
If you give it a shot, I'd love to hear about your experience!
Only thing I wonder about is: An pretty much essential part of most of my playthroughs is the Tundra Defense mod. I use to expand the games fortresses with a bunch of stuff and NPCs and new Idle Markers. I do so instead of building from scratch by myself because of the mods missing NavMesh (considering this, using the games given assets and mechanics is mandatory for a working TD build and a nice challenge).
For example, I did several weeks of work in Fort Greymoor (the one you featured in the example video right in the beginning) and made a major fortress out of it and its surrounding area (even built an big arena on top of the rocks behind the fort, with basement and secret passages and stuff. Oh pardon, I'm rambling).
-- Will such somehow interfere with what your mod is doing? (I don't mind getting attacked eventually though.)
I like your enthusiasm, keep up the spirit!
Hey thanks for considering this mod in your stack -- let me know how your playthrough goes! :) If you like it, you might want to also check out the [Organic Factions Extension].
Ooh, sounds like you have some awesome stuff going on at Fort Greymoor! Good news: I haven't built anything there yet -- and if / when I do, I'll try to make it as absolutely lightweight as possible to minimize conflicts.
Thanks, I hope you have fun with it! Stay safe, and happy holidays.
I wonder; with a moderate amount of determination, could I remove quests and named Npcs and create a true organic faction skyrim from top to bottom? I mean using the factions, groups, and their motivations presented to the player in the vanilla game.
Big fan of old Majesty game here. Really though, I don't think I could do it. I just wonder if it's possible.
Hey, thanks so much. :) Glad you like the mod stack thus far.
To answer your question: I wouldn't advise removing vanilla NPCs and Quests and stuff from Skyrim -- a lot of that stuff has delicate hard-coding that can mess things up later. However, you can make vanilla Actors bosses of their own Lite Organic Factions, since it's the subordinates that point to them. For example, I plan on making [Fjola] the boss of a Lite Org Fac -- but I'm leaving all of her quests and stuff alone. That will significantly increase her impact on the world, instead of just being this optional side quest.
I hope that answers your questions -- happy modding! :)
Finished full documentation -- yay!.
For info on Organic Factions "Lite", along with anexample mod, check out the accompanying video:
https://www.youtube.com/watch?v=GKl7_svjJ7E
Also wondering about mods like the Populated Series (forts, towers, dungeons) that add more NPCs to those vanilla locations, I would imagine they would spawn anyway and possibly fight the factions from your mod instead of conflicting but thought I’d ask!! Thanks!!
To answer your questions:
This particular mod just injects one "demo" Faction at Deepwood Vale. A few Faction members roam around Skyrim depending on the day of the week -- but, aside from that, this mod won't interfere with those 3rd party mod features you described.
The main purpose of this particular mod is to act as a "framework" to allow me and other modders to make other Organic Factions around Skyrim. I have done just that in the "Organic Factions Extension" if you want to give that a spin.
I'd love to hear your experience if you give this a go! Have a great weekend