sullyvanj93 Posted February 28, 2022 Share Posted February 28, 2022 (edited) Hey guys! Very very quick scripting question for you all: I have a companion mod that when hired adds a faction to the list of allies for the player (in this example, the Fiends). Now when he is hired, I have successfully added the following script to run: SetAlly FiendsFactionNV PlayerFaction 1 1 Now my question is, when he is fired, should the script be: SetAlly FiendsFactionNV PlayerFaction 0 0 OR SetEnemy FiendsFactionNV PlayerFaction 1 1?? Does the first option undo what the hiring script sets up properly? Or would it make the Fiends non hostile, because they are no longer "enemies"? And if I worked this in for additional factions, would it always be the same thing or would it depend on how they initially were meant to interact with the player? Thanks in advance for your superior knowledge on the topic! Edited February 28, 2022 by sullyvanj93 Link to comment Share on other sites More sharing options...
JustChill Posted February 28, 2022 Share Posted February 28, 2022 Hey there! Your command affects the whole "FiendsFactionNV". So not only your hire will be friendly, but also all other fiends in that faction. It would be better to create an own faction for your mod and simply add your hire into that faction. Set that faction to be a friend of the player."SetAlly" is savegame baked so it's enough to use that command once, or even set up your own faction in a good relation to the player.When you unhire the person, simply remove it from that faction again and it should fall back into old behaviour. Hope this helped a bit. :) Cheers Link to comment Share on other sites More sharing options...
sullyvanj93 Posted February 28, 2022 Author Share Posted February 28, 2022 Actually, that is my point, to make all fiends non-hostile. My follower is a Great Khan, and his companion perk is to calm the fiends, since Khans sell to the Fiends. So his script is working properly when he's hired, the fiends are behaving as intended. The trouble I'm having is when he is fired, I'm not sure how to properly remove that perk so things go back to normal. Link to comment Share on other sites More sharing options...
Mktavish Posted March 1, 2022 Share Posted March 1, 2022 Its like JustChill said ... you set the faction which status what set Agro ... err what ever catfish you can catch on a bucket of chicken livers.But I'm not sure if night light bobbers help ? Them Cats / fish bite what they want . Link to comment Share on other sites More sharing options...
JustChill Posted March 1, 2022 Share Posted March 1, 2022 Actually, that is my point, to make all fiends non-hostile. My follower is a Great Khan, and his companion perk is to calm the fiends, since Khans sell to the Fiends. So his script is working properly when he's hired, the fiends are behaving as intended. The trouble I'm having is when he is fired, I'm not sure how to properly remove that perk so things go back to normal. Ah, thanks for the clarification. That's a pretty intense follower then. ^^ In that case SetEnemy FiendsFactionNV PlayerFaction 1 1should be what you need. This will set the fiends to "neutral", but as they should have other traits (aggressive I guess), the neutral should be overwritten.If you want to be on the sure side however, you can fairly use SetEnemy FiendsFactionNV PlayerFactionas that will turn them hostile again for good. SetAlly befriends therefore SetAlly FiendsFactionNV PlayerFaction 0 0would not work.As they would still stay friendly, towards the player. Just not a "friend" in the case that they come to the players aid in combat. That's how the animal friend perk works by the way! Setally AnimalFriendFaction PlayerFaction--> This is rank 1 of the friendship perk. SetAlly AnimalFriendFaction PlayerFaction 1 1--> This is rank 2 of the friendship perk. Link to comment Share on other sites More sharing options...
sullyvanj93 Posted March 1, 2022 Author Share Posted March 1, 2022 Ah, so if I am understanding this right, if I want the Fiends to just be non-hostile and not attack the player, I would actually want to useSetAlly FiendsFactionNV PlayerFactionrather thanSetAlly FiendsFactionNV PlayerFaction 1 1as how I currently have it set up, it would make the Fiends join the player and fight alongside them should combat with a third party arise? Okay, I think I'm understanding how to disable it properly. Thank you so much for the information! Link to comment Share on other sites More sharing options...
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