LordRethan Posted June 14, 2020 Share Posted June 14, 2020 (edited) What exactly triggers the garrison markers (monster, imperial, sons) when one clears a fort?In my mod, I've set up all the xmarkers, set parents, set up a location and gave the actors location ref types etc.- basically copy-cated everything related to bandits/imperials/stormcloaks there is at e.g. Fort Neugrad or Snowhawk in the CK.Yet when I kill the bandits and travel away to wait for 10 days and then travel back none of the imperial/stormcloak objects (e.g. banners) and soldiers show up.Just the bandits again. I know there is this quest which observes and changes the npcs at a fort after the fort was cleared but I have no idea how to get that quest to kick in.What am I missing? Edited June 14, 2020 by LordRethan Link to comment Share on other sites More sharing options...
maxarturo Posted June 16, 2020 Share Posted June 16, 2020 A) All npcs in your cell must have the "Respawn" flag ticked. B) Your cell must have an encounter zone so that it can reset. C) One of your npcs, preferable your boss, must have on it a "Clear Cell On Death" script, so that he can send/call a "Reset Cell" event. * There are other ways you can do this, but this is the way that bethesda does it. Link to comment Share on other sites More sharing options...
LordRethan Posted June 21, 2020 Author Share Posted June 21, 2020 A) All npcs in your cell must have the "Respawn" flag ticked.B) Your cell must have an encounter zone so that it can reset.C) One of your npcs, preferable your boss, must have on it a "Clear Cell On Death" script, so that he can send/call a "Reset Cell" event. * There are other ways you can do this, but this is the way that bethesda does it. This makes sense to me. Thank you very much. Link to comment Share on other sites More sharing options...
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