Fortress Acquisition
This mod adds functionality that mimics how Civil War repopulates forts after being cleared.
Screenshots 4 screenshots
About this mod Machine translation
This mod adds functionality that mimics how Civil War repopulates forts after being cleared.
This mod itself does nothing, but it allows modders to add this functionality to their own locations without having to write new scripts or quests.
After clearing the location of bandits/wizards/etc., exiting the area will begin a quest to replace the monsters with Imperial/Stormcloak Troopers
Depends on the owner of the holder. If you keep changing owners, clearing the soldier and leaving again will cause the location to switch sides.
It can be previewed by downloading Fort Takeovers - Fort Fellhammer.
For modders, all you need to do is:
- Add the FTFort keyword to the location
- Make sure the location has a vanilla reservation as its parent
-Set the monster's location reference type to FTMonster and the soldier to FTSoldier
- npcs and any objects bound to monsters or soldiers should have their enabled parent set to FTEnableMarker (Imperial/Sons/Monster) [Internal/External]
or they are not affected by this mod (all flags are optional, several versions were added for convenience)
- Add a marker with the reference type for that location
- Monster markers should be initially enabled, while faction markers should be initially disabled
That’s all! If anything is unclear, please let me know. If there are any errors, please let me know!
If you would like to test or provide more information about the error, download the Fort Takeovers (beta) build, perform the steps that produced the error, and send the log file to "C:\Users\Colton Kenney\Documents\My Games\Skyrim Special Edition\Logs\Scripts\Users". Make sure Papyrus login is turned on!
Many thanks to rubenvd7 for the guidance and initial testing.
Many thanks to Pickysaurus for the Papyrus Logger Scripts, which are very useful in debugging and are included in the beta version.
To do:
- Automatically switch occupying soldiers if they keep changing hands while not affected by seasons
- Sharing enabled flag
- Siege?
- Custom retention/parent location?
- Custom faction?
- Ability to set exceptions for each function
- other? Let me know!
limit:
- Up to 32 FTMonsters in one location
- Up to 64 FTSoldiers in one location
Mod ideas:
- Missing soldiers, their positions are permanently clear
- Set the Civil War Soldier as FTMonster and set it as FTSoldier for a mod that allows Telmor to conquer Skyrim
- Single, initially disabled but alive, FTMonster is killed when the player completes certain conditions
Upgrade location to Soldier Enabled Marker
When the player leaves the area, the location will automatically upgrade
I'm excited to see what people come up with!
Includes script source.
I started with vanilla Skyrim reading and copying the Civil War script.
If you are interested:
- CWFortObserver task
- CWScript
- CWGarrisonResetQuest01
Then I removed anything that was obviously outdated or redundant (a lot of it was related to cutting content, as seen in Open Civil War).
Currently relying on CW to query owner information.
I chose not to use vanilla scripts for compatibility so I can learn more.
I don't see any mods that do this (except Tactical Valthiem, but that's not dynamic or related to Civil War) so I'm hoping I fill a hole in the Skyrim mod with this mod. If not let me know.
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This mod adds functionality to mimic how the civil war repopulates forts after being cleared.
This mod by itself does nothing, but it allows modders to add this functionality to their own locations without writing new scripts or quests.
After clearing out the location of bandits/necromancers/etc, leaving the area will start a quest that replaces the monsters with imperial/stormcloak soldiers
depending on the owner of the hold. If the hold changes owners, clearing out the soldiers and leaving again will make the location switch sides.
It can be previewed by downloading Fort Takeovers - Fort Fellhammer.
For modders all you need to do is:
- add the FTFor …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.