Mod articles
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Package Contents
FTF_Core contains the ESP master and a BSA.
The BSA contains a SEQ file for the MCM menu, and the compiled scripts.
The ESP contains the following:
SM Quest Nodes:
FTF_ObserverNode
FTF_ResetNode
Keywords:
FTF_Loc
FTF_Owner
FTF_Enabled
FTF_Init
FTF_Clearable
FTF_StartReset
FTF_Addon contains an ESP whose contents will be merged with your mod as well as the loose script sources.
The ESP contains the following:
Quests:
FTF_Observer
FTF_Reset
FTF_Register
SM Quest Node Overrides:
FTF_ObserverNode
FTF_ResetNode
Features
FTF_Loc: A Location with this Key... -
CW Properties
These will change the properties of the main civil war script. Not recommended unless you are testing your mod and know what these do!
Hold Owners: These determine who owns a hold
OwnerHaafingar
OwnerReach
OwnerHjaalmarch
OwnerWhiterun
OwnerFalkreath
OwnerPale
OwnerWinterhold
OwnerEastmarch
OwnerRift
Can be Imperials (1) or Stormcloaks (2).
This only affects a reset before the quest starts.
Reset Utilities
These can be used to modify a location using the same functions available through the framework.
Location: A dropdown list of every location registered with this menu. *Requires reloading the menu for changes to take effect.
Start Reset... -
This is a must read for anyone updating to v3.0 from an earlier version.
Version 3 is incompatible with any mod based on an earlier version.
To use FTF 3.0 you must start a new game or use the following method (or similar) to create a clean save.
Go to an interior cell that isn't touched by FTF.
Make a new save.
Uninstall FTF and related mods.
Load your new save and make another new save.
Clean your new save using Resaver from Fallrim Tools.
Update FTF and related mods then re-install them.
Load your new save and continue playing.
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This example will use my implementation for Fort Fellhammer and assumes you have read the author guide.
First I made sure the keywords for FortFellhammerLocation included FTLoc and Clearable, and that it's parent was a vanilla hold.
I added three XMarkers outside the fort named FTMarker0_FortFellhammer, FTMarker1_FortFellhammer, and FTMarker2_FortFellhammer (the name is not required but helps differentiate them). I gave them the LRTs FTMarker0, FTMarker1, and FTMarker2 respectively. The marker0 is initially enabled while the others are initially disabled.
I set all 8 bandits to have the LRT FTFaction0. Their enable parent is FTMarker0_FortFellhammer.
I added 7 CWFortSoldierImperials with the FTFaction1 LRT. Their enable parent is FTMarker1_Fo...