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Help with resetting criminal status.


SABaxter

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Hi

 

I'm playing Fallout: New Vegas (with a few mods) and I've encountered a problem where the mark of caesar isn't quite working out as it should.

 

It resets my reputation with Caesars legion to 0 but it doesn't cause them to stop wanting to kill me, even if I use a command to make me "Idolized"

Wearing faction armor isn't a solution either because of dogs and elite guards being able to see through it, and caesar too.

From a bit of mucking about and experimentation, if I wait three days after my reputation gets reset the "Explorer" legionaries at cottonwood cove will be friendly towards me, but the rest of the legionaries in the cove, and in the fort camp proper, do not.

From checking the geck these groups belong to seperate factions, the CCove explorers faction have track crime checked but the regular CCove guys do, so I'm thinking the problem is that the game has me flagged as having committed a crime even though my reputation got reset, and I can't undo this.

 

I'm wondering what's the best way to solve this issue with the GECK. Would deselecting "track crime" for these factions and putting it in an .esp fix this problem? Can I remove the thing that causes faction armor to be seen through? Or is there a way to make use of the "ClearFactionPlayerEnemyFlag" command and attach it to the same script that resets reputation when the mark of caesar item is received? Can that command be used in the console even?

 

Thanks for any help.

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Not a complete waste of time. Thanks for reporting your solution. It should help others with a similar situation. Added 'Issue: Faction still attacks even after reputation is "Idolized"' to 'Solutions to Miscellaneous problems' section in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.

-Dubious-

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It's not a perfect solution either unfortunately. It stopped the legion from attacking me and I could get through the fort encounter without issues, but because i was technically a part of the legion all wandering traders were hostile to me, so I had to remove myself from the faction afterwards.

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I ain't experimented with it, I also don't quite know what's going on. Found another quest with a great khan who's meant to be non-hostile but he hates me too.

 

One of these "patch" mods I've installed has f*#@ed something but I don't know what. Annoying.

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Removing myself from the Caesars legion faction did stop all traders from being hostile with me (so far), in fact they instantly stopped wanting to kill me and all I had to do was use stopcombat to reset their aggro.

 

For the second issue, using the setally command to set the player faction and great khans to 0 (friend, 1 is "ally") also worked with this one dude being hostile but setenemy with a value of 1 (neutral) kept him hostile. Maybe one of the patches or scripts has changed the behavior of faction relations with an enemy value of 0?

 

From reloading an earlier save, using setally to ally the player faction and caesars legion also worked identically to player.addtofaction, without the side effect of traders being hostile to me (because the wandering trader faction group is hostile to the legion). seems like setally 0 is the way to go if you just want a group to stop hating you without making anyone else dislike you.

 

I'm thinking something in one of these patch mods I'm using (or the Jsawyer mod ultimate edition) or a script attached to those mods is messing around with ally states, either by not setting them or by replacing setally 0 with setenemy 1, which doesn't have identical behavior. Or the behavior of setenemy 1 has been changed from default. No idea which case.

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"Setally" is changing the relationship between entire factions, instead of just the player. That can cause problems with some companions' quests (such as Boone's) because when they join your party they join the "player faction", and leave it when they "part ways".

 

-Dubious-

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