Custom NPC factions, multiple mods, and hostility.

Post » Thu Oct 03, 2013 6:34 pm

This issue is so complicated that I can't figure out a title to ask the question that would fit. If you have a mod that has a custom faction in it, filled with hostile NPCs who will be hostile to you until you join them or UNLESS you join them, for you the player complications from that can be solved by joining them by whatever standards the mod requires. Be it a quest, using an item, activator or whatever. However, what if you want to make a companion from an unrelated mod, with an unrelated ESP friendly with this faction? Is there some little trick I don't know of? I assume if you create the same faction in a separate ESP to attempt to fix this, it will cause a conflict thus not work (if I am not mistaken).

An alternative idea is a spell being cast that turns whoever it is casted on into a faction member. Has anyone here done any successful work arounds like that, and would you please explain how you did it? (Including the scripts or whatever you used, cause I can't script very well, I couldn't even if my life depended on it).

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patricia kris
 
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