xkkmEl Posted March 3 Share Posted March 3 How do I properly reset an NPCs hostility? This NPC turned hostile when I whacked it good, as I do with too much regularity. Usually calling Actor.stopCombat() does the trick (or console stopcombat). But not this time. npc.getRelationshipRank( playerref) == 1, btw. Is there a faction or something else I should be aware of? Link to comment Share on other sites More sharing options...
xenaclone Posted March 3 Share Posted March 3 (edited) Huh., so you're saying you hit the NPC on accident? What Faction(s) is the NPC a part of? How compatible are those factions to the Player? Is the NPC a Friend or Ally to the Player? Just phishing. That's where I'd start looking, I guess. There are mods (such as Amazing Follower Tweaks) which can be set so NPCs completely ignore friendly fire, so the possibility is there. I suppose I would try looking into how one of those mods is set up, assuming I'd really get stuck. Edited March 3 by xenaclone Link to comment Share on other sites More sharing options...
xkkmEl Posted March 19 Author Share Posted March 19 Following your hint, I tried using the console RemoveFromAllFactions, and it did nothing. Bummer, but then it only removes the actor from factions in which it was registered using a reference. It does not clear factions registered using the baseActor... So I just backtracked to a save before the incident... And now I just had another occurrence. This time, I just kept going with the hostile follower on my tail This lead me to an angry platoon of imperial soldiers, and a bit further to an angry Riften Guard. I paid him a 40g fine and now my follower is friendly again. Clearly it's something about crime factions, but it doesn't quite add up... I expect this is not yet the end of it... a 40g bounty should not provoke such a reaction, should it? BTW, I wrote "follower" but it's just Durak (the orcish Dawnguard) with a custom "follow" package, not an actual CurrentFollowerFaction or TeamMate. Link to comment Share on other sites More sharing options...
AaronOfMpls Posted March 19 Share Posted March 19 20 minutes ago, xkkmEl said: And now I just had another occurrence. This time, I just kept going with the hostile follower on my tail This lead me to an angry platoon of imperial soldiers, and a bit further to an angry Riften Guard. I paid him a 40g fine and now my follower is friendly again. Clearly it's something about crime factions, but it doesn't quite add up... I expect this is not yet the end of it... a 40g bounty should not provoke such a reaction, should it? BTW, I wrote "follower" but it's just Durak (the orcish Dawnguard) with a custom "follow" package, not an actual CurrentFollowerFaction or TeamMate. Well, looking on UESP, I see Durak is in CrimeFactionRift (and PotentialFollowerFaction*) already. So maybe he's a little sensitive about you committing crimes in the Rift? * Even without mods, he's available as a follower once you get far enough into the Dawnguard side of Dawnguard's main quest. Link to comment Share on other sites More sharing options...
xkkmEl Posted March 19 Author Share Posted March 19 Now that you mention UESP... Here is part of what it says about 40g bounties: Quote Striking an allied NPC, or their owned creatures and summons, will result in multiple verbal warnings. Hitting them more than three times will result in them becoming hostile. I guess that's what I did to the poor sod. Thankfully my quest had made him essential (and following, which is how he can to be in my battleaxe's way). Link to comment Share on other sites More sharing options...
AaronOfMpls Posted March 19 Share Posted March 19 (edited) Some of the more popular multiple-follower mods have MCM settings to adjust how many friendly-fire hits your followers will tolerate in various situations. (I know EFF does, since I use it, along with the UI Extensions wheel menu.) Others just disable them from turning hostile at all. Edited March 19 by AaronOfMpls Link to comment Share on other sites More sharing options...
xkkmEl Posted March 19 Author Share Posted March 19 Interesting. AFAIK, AFT only changes the vanilla spells so they don't take effect on followers. I have not investigated deeply, so I could be wrong. I have never tried EFF. I'd like to learn more on this issue... The only thing I can think of, besides using stopCombat as I currently do, is to remove the NPC from crime factions. Would a Calm spell be helpful? I'd rather leave things as they are, except that once hostile, the NPC won't let you engage him in conversation to dismiss him. It's rather annoying being stuck with this angry hostile NPC following you everywhere and getting guards involved. A lot of citizens will get killed. So I think I need to address this somehow. I used to auto dismiss these followers as soon as they turn hostile, but they then lost the "essential" flag and died quickly at the hands of my other followers. Link to comment Share on other sites More sharing options...
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