987 comments

  1. TwinCrows
    TwinCrows
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    Version 3.3 - Autumn 2022 Update
    Major Fixes

    • Volkihar will not become 'kill-on-sight' hostile, no matter how much they hate you. This will enable you to play through the Dawnguard questline without issues. (Although there is a chance you will have a Hunting Party sent after you during a certain cutscene...)
    • Tribal Orcs created by this mod now have an additional Faction which is allied with each of the Tribal Orc strongholds. Hopefully this will prevent the Orcs from killing their reinforcements.
    Major Add-ons

    • "Wait here" and "Follow me" dialogue added to Summons. Now, you can effectively fortify locations using your summons! Perhaps you'll pay for an Imperial defense of Rorikstead? Or summon Bandits near the road to waylay any travellers? The possibilities are endless!
    MCM Add-ons

    • Reputations tab lets you directly change your Reputation score with all factions. Make yourself instantly hated by everyone, or adjust your reputations to fit your roleplaying!
    • Option to 'Disable Reputation Hostility', which makes Factions never become hostile no matter how much they hate you. (However, their Hunting Parties will still be sent after you — if you're hated by the Folk for example, with this option on, local guards will not attach you BUT Hunting Parties of adventurers will pursue you through cities.)
    Reputation Fixes

    • I've re-written most of the Reputation script to ensure logic, especially in relation to hostility.
    • 'PlayerFollowerFaction' is now also set when you become an ally or enemy of another faction. Hopefully this reduces the chance of your followers attacking / being attacked by Factions you want to be at peace with. However, if you're not yet Respected by a Faction who is hostile to you, beware that your Followers will attack those they perceive as threats.
    Balance

    • Increased Giants death loss from 60g to 250g
    Other Fixes

    • Citizens will no longer get 2-handed weapons, only 1-handed weapons and bows.
    • PlayerFollowerFaction Faction members will no longer have a chance of buying items from the Faction Armory.
    • Dwemer beards have been set to 'unplayable'. If you would like to have Dwemer beards in character creation, download that mod and let it overwrite this one.
    • Fixed some incorrect messages.
    • Exported FaceGen data for 'Khanan', Faction diplomacy merchant
    Xbox Fixes

    • Added Notifications options to the Xbox Settings Spell
  2. Rodolfero
    Rodolfero
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    Can factions conquer areas?
  3. Rodolfero
    Rodolfero
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    Can it be installed on a saved game?Can factions capture territories?Thanks for the mod.
  4. Dillon216
    Dillon216
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    Is Faction Warfare compatible with Open Civil War along with Immersive World Encounters and Skyrim at War? I’m wanting to install Open Civil War due to the way it overhauls the Civil War Questline, but I’d like to also use Faction Warfare and Skyrim at War for the added faction wars. I know it might be pick Open Civil War or Skyrim at War, but if someone could confirm if that’s the case or confirm that Open Civil War, Skyrim at War, Immersive World Encounters, and Faction Warfare work fine together I’d really appreciate it.
  5. kedar279
    kedar279
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    is it compatible with conquest of skyrim
  6. Gigabitbob
    Gigabitbob
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    i kinda think nords or outsiders (non bretons/reachmen) of the Reach should be the enemy of the Forsworn not literally all citizens of skyrim since all the really care about is the reach
  7. glennkahlil
    glennkahlil
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    Its been 5 years and this guy never noticed that Giants spawn inside of roofs if "Spawn in Cities" is enabled.

    Stopped using this feature 2 years ago and came back to no update... It's kinda sad.

    This mod has mad potential...
  8. kontonnotomorou
    kontonnotomorou
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    Warning for anyone else using iAFT, Faction Warfare conflicts with it. Not in a CTD way, just in the way that iAFT's features don't work properly if you have Faction Warfare enabled. I haven't checked every feature, but for me, the most noticable examples were that changing the follower carry weight in the iAFT MCM had no effect so they're using default carry weight regardless of my setting, and that I couldn't recruit more than one follower (whenever recruiting one, I'd get a notification in the corner saying "AFT Warning: TweakRecruitNeutral missing parameter (mod conflict?)" instead of the normal notification telling you how many more you can have with you, and when then recruiting a second follower, the first leaves). So either, instead of iAFT, use another mod that's compatible, or be ready to lose iAFT functionality, or just don't use iAFT and Faction Warfare on the same playthrough. Or make a compatibility patch if you know how, would be very much appreciated by lots of people (myself included).
    1. ehraehem
      ehraehem
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      Just FYI, since I was looking for a working alternative to Amazing Follower Framework (which doesn't work either -- same issue with leaving followers, even though they are registered, etc.). It appears Nether'S Follower Framework seems to work fine.
  9. ehraehem
    ehraehem
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    First of all, this is such a great mod. Thank you!

    I think I found a bug with Stormcloaks. While a normal Summon spawns a Stormcloak soldier, the Battlemage Summon spawns an Imperial Skirmisher. Also, the faction reinforcments are also Imperials.
  10. ZZZ9WWW
    ZZZ9WWW
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    I had a problem where I sided with Stormcloak, but the legion sent after me was friendly until I attacked them.
  11. head0nfire
    head0nfire
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    [delete]