Skyrim Special Edition



For Town/Village/City Mods

In order for the system in place to work with a mod added location, a few things need to be set up.

1. A location record (LCTN in TES5Edit) should be established with the keyword LocTypeHabitation.
2. This location requires a marker with its location reference type set to LocationCenterMarker. This only works outdoors, and is best placed as close to the geographic center of your area as possible.
3a. If your settlement has an inn, you can have that become usable by flagging the inn's location as LocTypeInn. It must be set as a child location of the location in step 1.
3b. If you do not have an inn, then you need at least one interior location with the LocTypeDwelling keyword set. It must be a child location of the location from step 1.
4. In the interior from step 3, a marker with its location reference type set to LocationCenterMarker must be placed. This is the target the AI packs will look for.
5. Place some dragon perches around on the tops of your buildings. These give them places to land which will increase the chances of a good detection.

When all 4 steps are complete, nothing further needs to be done. When a dragon attacks your village, settlement, city, or whatever, the citizens will flee. Where they go depends on a few things:

A. If they are already indoors, they will be made to stay there for the duration of the attack.
B. If they are outside, have a home in the city that is marked as LocTypeDwelling, and their editor location is inside the home, they will go there.
C. If the city has an inn, any non-residents and local NPCs whose editor locations are outdoors will go there.
D. If none of the above are true, the game will select a random interior from your area matching the LocTypeDwelling keyword and the NPCs will flee there.

For example, in Falkreath, the city has an inn. Any NPCs in the area who don't have a home flee there consistently.

In a place like Darkwater Crossing, where there is no inn, the NPCs have two choices. Either the mine or the one house. More often than not, the game would choose the mine.

An easy way to test the system is to use the console and type: set winextdragon to 0

This tells the dragon spawning system you're ready for one, and it should spawn shortly and move toward the area.

Alternatively, you can hand spawn one with the console and test the results wherever you happen to be standing. Such a test may be skewed by the fact that the dragon will become immediately hostile and will be on the ground already, so detection would be automatic. This method cannot simulate an approach from outside the area unless you yourself spawn the dragon far enough away from a town.

For Dragon Mods

In order for your dragons to be recognized by the combat detection, it will be required that they have the script MGRitual05DragonScript attached. This is considered normal for all dragons in the official content so that they can be used to harvest heart scales from them for the College of Winterhold. There are no properties to set. The modified script uses GetFormFromFile() to populate the needed data.

Even if your dragon is not appropriate to skin for the College quest, this script needs to be attached (ie: mechanical dragons) or they will be able to reek havoc on a population center without restriction.

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Arthmoor

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