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User:RobinHood70/Civil War Notes

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With a total of 72 quests that manage the whole thing, the Civil War is probably the most complex quest group in the Creation Kit. For now, the following page will be my personal notes on what each quest does and how they all tie together. It may eventually become something we want to document, either in Skyrim or Tes5Mod space.

If anyone has anything they can add, by all means, feel free!

Contents

General Notes[edit]

In many cases, objectives and other things use numeric representations for the side you're playing for: 1 = Imperial and 2 = Stormcloaks.

CW[edit]

  • Starts game enabled.

Aliases[edit]

Name Imperial Sons (Stormcloak) Notes
QuestNameLocation* Reunification of Skyrim Liberation of Skyrim
FactionLeader General Tullius Ulfric Stormcloak Set in CWScript.SetPlayerAllegiance.
*FactionHQMarker Marker in Castle Dour Marker in Palace of the Kings
Exiled*HQ Blue Palace Palace of the Kings
Exiled*Marker LocationCenterMarker in Exiled*HQ
FieldCO Legate Rikke Galmar Stone-Fist Set in CWScript.SetFieldCOAlias.
  • Called from CWFieldCOScript.OnLoad and CWMissionGeneratorTriggerScript.OnCellAttach events.
FieldCO*WhiterunCamp/HQ Legate Quentin Cipius Hjornskar Head-Smasher Camp and HQ aliases appear to always refer to the same base actor, but different refs. The two exceptions are the Camp refs for ImperialHaafingar and SonsEastmarch, which are set to NONE since, obviously, there will never be a need for those camps in their respective capitals.
FieldCO*PaleCamp/HQ Legate Constantius Tituleius Frorkmar Banner-Torn
FieldCO*FalkreathCamp/HQ Legate Skulnar Thorygg Sun-Killer
FieldCO*ReachCamp/HQ Legate Emmanuel Admand Kottir Red-Shoal
FieldCO*HjaalmarchCamp/HQ Legate Taurinus Duilis Arrald Frozen-Heart
FieldCO*RiftCamp/HQ Legate Fasendil Gonnar Oath-Giver
FieldCO*HaafingarCamp/HQ Legate Adventus Caesennius Istar Cairn-Breaker
FieldCO*EastmarchCamp/HQ Legate Hrollod Yrsarald Thrice-Pierced
FieldCO*WinterholdCamp/HQ Legate Sevan Telendas Kai Wet-Pommel

CW00A (Imperial Introductions)[edit]

  • Starts game enabled.

CW00B (Stormcloak Introductions)[edit]

  • Starts game enabled.

CW00SolitudeMapTableScene (Scene about Balgruuf)[edit]

  • Starts via Change Location Event.

CW00WindhelmMapTableScene (Scene about Balgruuf)[edit]

  • Starts via Change Location Event.

CW01A (Joining the Legion)[edit]

CW01AOutfitImperial (Get Outfitted)[edit]

  • Starts game enabled.

CW01B (Joining the Stormcloaks)[edit]

CW01SolitudeMapTableScene (Scene about Jagged Crown)[edit]

  • Starts via Change Location Event.

CW01WindhelmMapTableScene (Scene about Jagged Crown)[edit]

  • Starts via Change Location Event.

CW02A (The Jagged Crown)[edit]

CW02B (The Jagged Crown)[edit]

CW03 (Message to Whiterun)[edit]

CWAllies (Allies)[edit]

  • Starts game enabled.

CWAttackCity[edit]

  • Starts via Script Event.

CWCampaign[edit]

  • Starts via Script Event.

CWCampaignObj (Campaign for <Alias=CampaignHold>)[edit]

CWCitizensFlee[edit]

  • Starts via Script Event.

CWDialogue (Dialogue)[edit]

needs to sit under CW and CWCampaign
  • Starts game enabled.

CWDialogueCombat[edit]

  • Starts game enabled.

CWDialogueSoldiers (Soldier Player Dialogue)[edit]

  • Starts game enabled.

CWDialogueSoldiers01 (Dialogue Event Scene for Soldiers)[edit]

  • Starts via Actor Dialogue Event.

CWDialogueSoldiers02 (Dialogue Event Scene for Soldiers)[edit]

  • Starts via Actor Dialogue Event.

CWDialogueSoldiersHellos (Hello Event Scene)[edit]

  • Starts via Actor Hello Event.

CWEscapeCity[edit]

  • Starts via Script Event.

CWFin[edit]

CWFinale[edit]

  • Starts via Script Event.

CWFortDialogue (Fort Dialogue)[edit]

  • Starts game enabled.

CWFortObserver (Player left fort, check if its been cleared of monsters)[edit]

  • Starts via Change Location Event.

CWFortSiegeCapital (The Battle for <Alias=Fort>)[edit]

  • Starts via Script Event.

CWFortSiegeFort (The Battle for <Alias=Fort>)[edit]

  • Starts via Script Event.

CWfortSungardQST (The Battle of Fort Sungard)[edit]

CWFunctions[edit]

  • Starts game enabled.

CWGarrisonObserver1[edit]

--CONDITIONED NOT TO START-- Puts guards and resources in aliases and watches for their death and sabotage
  • Starts via Change Location Event.

CWGarrisonObserver2[edit]

--CONDITIONED NOT TO START-- Puts guards and resources in aliases and watches for their death and sabotage
  • Starts via Change Location Event.

CWGarrisonObserver3[edit]

--CONDITIONED NOT TO START-- Puts guards and resources in aliases and watches for their death and sabotage
  • Starts via Change Location Event.

CWGovernment[edit]

  • Starts via Script Event.

CWJarlThanks[edit]

  • Starts game enabled.

CWMerchants[edit]

  • Starts game enabled.

CWMiscObj[edit]

CWMission03 (A False Front)[edit]

  • Starts via Script Event: CWMissionStart.SendStoryEvent(HoldLocation, CurrentFieldCO, CampaignStartMarker, aiValue1 = 1) in CW.CWScript.CreateMissions()

CWMission04 (Rescue from <Alias=AttackPoint>)[edit]

  • Starts via Script Event: CWMissionStart.SendStoryEvent(HoldLocation, CurrentFieldCO, CampaignStartMarker, aiValue1 = 1) in CW.CWScript.CreateMissions()

CWMission07 (Compelling Tribute)[edit]

  • Starts via Script Event: CWMissionStart.SendStoryEvent(HoldLocation, CurrentFieldCO, CampaignStartMarker, aiValue1 = 1) in CW.CWScript.CreateMissions()

CWMissionCatchEventBottomA[edit]

  • Starts via Script Event.

CWMissionCatchEventBottomB[edit]

  • Starts via Script Event.

CWMissionCatchEventTopA[edit]

  • Starts via Script Event.

CWMissionCatchEventTopB[edit]

  • Starts via Script Event.

CWMissionQuickStart[edit]

  • Starts game enabled.
  • Developers' quest, for testing CWMission scripts. Stage numbers correspond to starting mission number (tens) and allegiance (ones), but not all possibilities are present:
    Stage 32 = CWMission03 (A False Front, as Stormcloaks)
    Stage 42 = CWMission04 (Rescue from Fort Neugrad)
    Stage 71 = CWMission07 (Compelling Tribute, as Imperials)
    Stage 72 = CWMission07 (Compelling Tribute, as Stormcloaks)
    Stage 200 = "Fort battle in Reach"
    Stage 600 = "Fort battle in Pale"

CWObj (<Alias=QuestNameLocation>)[edit]

  • Starts game enabled.
  • Used in Liberation of Skyrim and Reunification of Skyrim.
  • Only purpose is to hold some CW objectives and aliases; controlled entirely by CW.
  • Objectives are numbered with hundreds being the hold and ones being the side.

CWPostWhiterunObj[edit]

CWPrepareCity[edit]

  • Starts via Script Event.

CWReservations[edit]

  • Starts game enabled.

CWResetGarrison1[edit]

  • Starts via Script Event.

CWResetGarrison2[edit]

  • Starts via Script Event.

CWResetGarrison3[edit]

  • Starts via Script Event.

CWResetGarrison4[edit]

  • Starts via Script Event.

CWResetGarrison5[edit]

  • Starts via Script Event.

CWResetGarrison6[edit]

  • Starts via Script Event.

CWResetGarrison7[edit]

  • Starts via Script Event.

CWResetGarrison8[edit]

  • Starts via Script Event.

CWResetOBSOLETE[edit]

  • Starts game enabled.

CWResolution01 (Attack <Alias=Capital>)[edit]

  • Starts via Script Event.

CWResolution02 (Defend <Alias=Capital>)[edit]

  • Starts via Script Event.

CWSharedCombatInfos[edit]

  • Starts game enabled.

CWSharedInfos[edit]

  • Starts game enabled.

CWSiege[edit]

  • Starts via Script Event.

CWSiegeAttackObj (Battle of <Alias=City>)[edit]

CWSiegeDefendObj (Defense of <Alias=City>)[edit]

CWSiegeObj (Battle for <Alias=City>)[edit]

  • CWSiegeObj script's only purpose is to hold a reference to CWScript.
  • Stages and/or objectives modified by:
    • CWAttackCity.#
    • CWSiege.# (initialization at stage 0, modifications at other stages)
    • CWSiege.CWSiegeScript (handles success or failure)
  • Remaining attackers/defenders updated by CWSiege.CWReinforcementControllerScript.

Objectives[edit]

Objectives are numbered in groups:

  • 1000s: Attacking city
  • 2000s: Defending city
  • 3000s: Attacking Windhelm
  • 4000s: Finale (controlled by CWFinale, not CWSiege like most other things)

Aliases[edit]

All except Jarl initialized from the massive script at stage 0 of CWSiege (fragment 0 in # script - search for "<CWSiegeObj quest setup>")

Name Data From Notes
City City alias CWSiege
CityGate MainGateExterior alias CWSiege
Jarl Jarl alias CWAttackCity Set at stage 0 of CWAttackCity
General Attacker1General or Defender1General alias CWSiege
Objective1A
Objective1B
Objective2A
Objective2B
Objective3A
Objective3B
Same CWSiege These are city-specific targets and correspond to barricades, gates, or levers in each instance. At least in Battle for Windhelm, these appear to be unused, remnants of a much longer quest to battle your way to the city gates.
Objective4A
Objective4B
Appear to be unused at a glance
TextReplaceAttackDefend TextReplaceATTACK or TextReplaceDEFEND property CWSiege.CWSiegeScript
Tullius Forced Ref
Ulfric Forced Ref

CWSiegeQuickStart[edit]

  • Starts game enabled.
  • Developers' quest, for testing CWSiege scripts. Stage numbers correspond to starting siege with specific hold (thousands), attacker (hundreds), and allegiance (tens) values, with a few special stages (ones) for additional testing scenarios.

CWSoldierCheer[edit]

  • Starts game enabled.

CWThreatCombatBarks[edit]

  • Starts game enabled.