Difference between revisions of "Category:Factions"

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(more detailed info about the icon file)
imported>Longcat
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*'''Interaction Relations:''' The disposition modifiers for other factions are listed here. The modifier is per rank. For example, if the modifier is +5, and an NPC is rank three in the faction, he has a +15 disposition modifier.
*'''Interaction Relations:''' The disposition modifiers for other factions are listed here. The modifier is per rank. For example, if the modifier is +5, and an NPC is rank three in the faction, he has a +15 disposition modifier.


Note: To add icons to new or existing factions the path to the file has to be "Menus/Stats/Xxxxx" with capital letters. The icon has to be a 128x128 [[DDS Files|DDS file]] (DTX5, without MipMaps).
 
'''Note for the faction icons''':
* faction files must have a raster size of 128x128 pixels, and saved either in DXT3 ARGB 8bpp|explicit Alpha format, either in DXT5 ARG 8 bpp|interpolated Alpha format (if Photoshop is used, work with RGB 8 bits/Transparent background files before indexing them) - both formats without Mip maps;
* faction file's folder must be a subfolder of Textures\Menus, and the complete path (including what follows the Menus folder) can be whatever one wishes;
* the Menus folder must have its first letter "M" in upper case. "stats" folder don't, and I'd put my hand on fire that stats is not even needed, it can be whatever path as long as it starts from data\Textures\Menus\, data\Textures\Menus80\, data\Textures\Menus75\, data\Textures\Menus50\ - Note: the last three starting path (which means 3 other files for the same image) are not necessary, as Oblivion's engine will resize if the player is using a lower resolution. But it's always better to provide those three other files, as Photoshop (for instance) has a better algorithm for resizing raster graphics, rendering a better quality image. Btw, those numbers indicate the % resizing from the original that lays in the Menus folder path. After resizing an image from your graphic software, you'll need to resize its CANVAS (not the image itself) back to 128x128 pixels, with the image anchored in the top-left corner.


[[Category:Character]]
[[Category:Character]]
[[Category:Actor Behavior]]
[[Category:Actor Behavior]]

Revision as of 09:22, 17 April 2008

Factions are groups that actors can belong to. Common membership in a faction affect disposition.

  • Name: The display name of the faction. This field is only relevant if the player is able to join the factions.
  • Crime Gold Multiplier: When the player joins this faction, his bounty will be multiplied by the number in this box.
  • Hidden from PC: If this box is checked, the faction never appears on the player's sheet, even if he is a member.
  • Special Combat: Allows two members of the faction to hit one another without alerting the guards, as used in the Blades Training faction.
  • Evil: If this box is checked, the faction is considered evil. An NPC that belongs only to evil factions is not protected by the laws of Cyrodiil. Any crime committed against an evil NPC does not create bounty. The player can steal from or murder such NPCs with impunity. If an NPC belongs to both evil and non-evil factions, crimes committed against him will generate bounty.
  • Rank Data: Each rank in the faction has a title for both male and female members. Membership in a faction assumes rank zero. The Rank Insignia is the icon for that rank.
  • Interaction Relations: The disposition modifiers for other factions are listed here. The modifier is per rank. For example, if the modifier is +5, and an NPC is rank three in the faction, he has a +15 disposition modifier.


Note for the faction icons:

  • faction files must have a raster size of 128x128 pixels, and saved either in DXT3 ARGB 8bpp|explicit Alpha format, either in DXT5 ARG 8 bpp|interpolated Alpha format (if Photoshop is used, work with RGB 8 bits/Transparent background files before indexing them) - both formats without Mip maps;
  • faction file's folder must be a subfolder of Textures\Menus, and the complete path (including what follows the Menus folder) can be whatever one wishes;
  • the Menus folder must have its first letter "M" in upper case. "stats" folder don't, and I'd put my hand on fire that stats is not even needed, it can be whatever path as long as it starts from data\Textures\Menus\, data\Textures\Menus80\, data\Textures\Menus75\, data\Textures\Menus50\ - Note: the last three starting path (which means 3 other files for the same image) are not necessary, as Oblivion's engine will resize if the player is using a lower resolution. But it's always better to provide those three other files, as Photoshop (for instance) has a better algorithm for resizing raster graphics, rendering a better quality image. Btw, those numbers indicate the % resizing from the original that lays in the Menus folder path. After resizing an image from your graphic software, you'll need to resize its CANVAS (not the image itself) back to 128x128 pixels, with the image anchored in the top-left corner.

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