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Stuck with NCR armor faction effect


dudeapocalypse

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Must be Dragbody NCR replacer's fault (https://www.gunetwork.org/t10746-fnvrelease-ncr-ultimate-overhaul-v1-0-1?highlight=dragbody). Disguise effect still remaining after unequipping the armor, i get messages that I'm still wearing it and NCR hostile factions are attacking me on sight.

Edited by dudeapocalypse
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Try using the mod "Faction ID Cards". It removes factions from armor, and replaces the "disguise" effect with script based ID cards which can be used with any armor.

 

-Dubious-

Just tried it, didn't help. Maybe there's console command to end effect or something? Once I had a problem with constant health dropping after saving in a cloud, I remember using "resetquest" and some code to end cloud effect.

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Then your actions got you tagged with a "negative" reputation by those factions. That does not necessarily equate to "member of the NCR". You might want to check out the "Factions, Stealing and Ownership" section of the wiki "Getting started creating mods using GECK" article. Once acquired, you can't really cancel out a negative rep; merely "offset it" with a positive rep. (Well, there is a vanilla "main quest" point which provides a one-time reset of your negative rep with either the NCR or Legion only.) You have both reps tracked at the same time.

 

If that really bothers you, then you will have to revert to a save game prior to the action affecting your rep and resume play from there. (Can't recall if the mod "Fallout NV Cheat Terminal Redux" lets you affect your rep with a faction.)

 

The idea behind the "disguise" is that you are regarded as an anonymous member of the faction whose disguise armor you are wearing at the time. By wearing that of an known "enemy" faction, you are automatically "hostile" and there is no actual change in rep. If the disguise is not that of a known enemy, the rep for the action attaches to YOU; not the faction. Only certain specific "sets" of armor count as disguises. (A "set" includes both matching armor and helmet. See the table in this "apparel" page of "The Vault" wiki which identifies which vanilla armor counts as a disguise.) If Dragbody's set doesn't specifically say it acts as a disguise, then it doesn't. A "disguise" is an attached script action.

 

-Dubious-

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Then your actions got you tagged with a "negative" reputation by those factions. That does not necessarily equate to "member of the NCR". You might want to check out the "Factions, Stealing and Ownership" section of the wiki "Getting started creating mods using GECK" article. Once acquired, you can't really cancel out a negative rep; merely "offset it" with a positive rep. (Well, there is a vanilla "main quest" point which provides a one-time reset of your negative rep with either the NCR or Legion only.) You have both reps tracked at the same time.

 

If that really bothers you, then you will have to revert to a save game prior to the action affecting your rep and resume play from there. (Can't recall if the mod "Fallout NV Cheat Terminal Redux" lets you affect your rep with a faction.)

 

The idea behind the "disguise" is that you are regarded as an anonymous member of the faction whose disguise armor you are wearing at the time. By wearing that of an known "enemy" faction, you are automatically "hostile" and there is no actual change in rep. If the disguise is not that of a known enemy, the rep for the action attaches to YOU; not the faction. Only certain specific "sets" of armor count as disguises. (A "set" includes both matching armor and helmet. See the table in this "apparel" page of "The Vault" wiki which identifies which vanilla armor counts as a disguise.) If Dragbody's set doesn't specifically say it acts as a disguise, then it doesn't. A "disguise" is an attached script action.

 

-Dubious-

No dude I know how the game works, I've gone like 20 playthroughs, the problem is definitely what I described. What I'm asking is maybe you can help me with he the console code for the disguise script and a command to end or reset it. I tried to delete the script in GECK but my game freezes after that.

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Did you try re-equipping the disguise armor and then removing it again? The same script that applies the disguise effect also has the code to remove it.

 

New territory. Did some digging in the GECK and determined the following.

"Faction Disguise" is treated as a "magic effect" spell: DisguiseFactionPulseActorEffect. It has "no duration", so it remains in effect until "dispelled". This is supposed to be done in the script when the disguise armor is unequipped. Sometimes this fails (bug).

Try the console command:

dispel DisguiseFactionPulseActorEffect

The 6 armor disguise factions are:
* ArmorNCRFactionNV
* ArmorVCaesarsLegionFaction
* ArmorBrotherhoodSteelFaction
* ArmorGreatKhansFactionNV
* ArmorPowderGangerFactionNV
* ArmorVWhiteGloveSocietyFaction

Otherwise, it is not quite as simple as stopping a script from the console.

There are individual "FactionOutfitWarningScripts" to check if the Player is wearing faction armor and store the Player's actual reputation scores upon equipping; and restore them upon unequipping. These also check for companion reactions:
* BrotherhoodFactionOutfitWarningScript
* CaesarsLegionFactionOutfitWarningScript
* KhanFactionOutfitWarningScript
* PowderGangOutfitWarningScript
* VMS18WhiteGloveSocietyFactionOutfitWarningScript

Found two related scripts:

Scn DisguiseFactionQuestScript
; This code kicks in whenever players equip any faction disguises. We place an explosion with a custom enchantment on it (scripted spell effect: DisguiseFactionPulseActorEffect) that filters through
; all the references within its radius. When this pulse finds a Sniffer reference from the appropriate faction, it removes them from the disguise faction and thus potentially turns
; them hostile to players with whom they have less than stellar relations


 

Scn DisguiseFactionPulseScript
; This script belongs to a spell effect that removes Faction Sniffers from the "magic" armor faction donned when players use faction disguises.
; The spell is set off intermittently, through a pulse, that filters the appropriate references within its radius. This radius is set to 25 (spell units), currently, and it's
; planned to reach at least 50 units. The pulse is placed on the player every two seconds, timed through a quest script that kicks off/on when players
; equip a faction disguise.
; - Jorge
; Also, the script only addresses NCR relations. It'll eventually consider any faction that has faction disguises. [Edit- It now does, but only for those with "armor"; i.e. "not the WhiteGloveSociety".]


The following commands are present in those scripts. "Self" refers to a FactionSniffer Actor. Removing the Actor from the specific ArmorFaction means they are NOT fooled by the disguise, and will see the actual Player Reputation (Fame/Infamy).

Example:

Self.RemoveFromFaction ArmorNCRFactionNV
Self.AddToFaction ArmorNCRFactionNV 0

The purpose of the "pulse" spell is so a script can check actors in range for any FactionSniffers, and remove them from an ArmorFaction (e.g. "ArmorNCRFactionNV") so the Sniffer detects the player's actual reputation (Fame/Infamy) instead of believing there are an anonymous member of that faction. That doesn't solve your problem of everyone believing you are still a member of that ArmorFaction.

 

This should give you enough to examine the scripts for yourself if the above is not satisfactory.

I would appreciate knowing what actually works for you.

-Dubious-

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