Skyrim Special Edition
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Apocrypher00

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Apocrypher00

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112 comments

  1. Apocrypher00
    Apocrypher00
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    Please report any bugs in the bugs section so that I can better document them.
    If you do make a bug report, please also let me know in the discord so that I am notified: https://discord.gg/AhSw27C
  2. Lukto
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    Quick question, on a save where I add the previous version installed BUT not any locations of this mod were already cleared, do I still need to follow the step in your article or can I simply delete the old files and install the new ones ?
    1. Apocrypher00
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      I assumed the change in plugin name and formids would break your save but I could be wrong. I didn't test it.
      It may be possible that you can update without any extra work as long as the scripts aren't running when you update.
      I would really appreciate it if someone could actually test this for me.

      It may even be possible to have v2.5 and v3.0 running at the same time. But that seems unneccessary at this point.
  3. Apocrypher00
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    A note on compatibility with Lawbringer and their respective uses, since people have been asking EpicCrab about it.

    Lawbringer aims to allow the player to choose who owns a particular location, while FTF does not. The main function of FTF is to remove and replace an enemy faction in the same way that civil war forts do this. You go in, clear the location, leave, and when you return, the bandits/forwsorn/etc are replaced with 1 of 4 factions of the mod author's choosing. So while it is no longer connected to the civil war, it was designed with that functionality in mind.

    I agree with EpicCrab in that there is room for players to use both. Go ahead and try both, and pick and choose wherever the frameworks overlap. I just want to say that, in my opinion, the main difference is whether you want to choose who owns the location or you want factions to take control of a location in the civil war fort style.

    With a little bit of work, a mod author could potentially use both for the same location. In this way, the player could take control of a location and change the occupying faction if they didn't like it.

    Also, Acherones' mods for FTF have a focus on rebuilding and fortifying these locations as well.
  4. Joistikas
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    Hello, Apocrypher,

    I have an idea suggestion to improve your mod functionality making it more complete.

    Would it be possible to implement a sort of conditional decay mechanism, for example if the player doesn't donate say gold or kill any bandits per 7-14 game days there is a small chance the place falls back to bandits again? This way it would be possible to replay the dungeon again.
    1. matyalby
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      yeah ive been looking out for a mod that would do this
  5. ellietay666
    ellietay666
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    Where about is the banner at Traitors post cause I can’t find it
    1. jessikittyjustakitty
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      You're thinking of Lawbringer, not FTF. Lawbringer is the one with banners
  6. deleted174540579
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    LOL This mod needs to be nicknamed The mod that don't do anything.

    Because seriously though the description is pure talking in riddles type stuff and clearing out bandits doesn't keep them from coming back like those lawbringer mods, So i was under the impression that was what this mod was supposed to do. And I'm playing this on the Xbox one, Unless it requires another mod for this one to actually work, If it does then that mod isn't ported to the consoles like this one is.
    1. psyyo
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      👍
  7. jashsexytime
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    Okay, I've set up everything I could in Xedit, but now I've actually gone into creation kit in order to change add xmarkers and add my rebels (who will replace the bandits after I clear the area) and connect the bandits and rebels to the correct xheadings and then add them in the script file (I assume it should be under ftf_reset). However, I cannot open the script files in creation kit. I have the script files in both "source/scripts" and "scripts/source" just in case one or the other is wrong. The thing is the script files do open in xedit, so it is probably not a problem with what I am doing, but something I need to do with the creation kit. Can anyone tell me what I am doing wrong, please? 
  8. GhostDragonz2000
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    Is this mod compatible with Skyrim at War Reborn?  As they both edit Forts.
  9. Rodderick90
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    I am so confused on how this works.
    Is this all done in game, or do we have to go to the creation kit to add and change these markers around?
  10. famousamos1995
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    Hey there big fan of the mod. Just a quick question. How would I reset a dungeon to have hostile npc's that I've already cleared? I tried hitting reset all for Embershard Mine, but when I show up again it still has the friendly hold guards there.
  11. LordBoreas
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    Is there a tutorial for adding a custom faction to a location? Trying to make my own custom faction take over a place once I clear it out and I can't work out how to set it all up.
  12. waeq17
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    You have built something truly amazing, you should be very proud of it!
  13. stallion74
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    hey can you add
     northwatch keep
    to the list