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Faction Ownership


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I'm a bit lost with Factions and ownership.

 

The idea is that I have an NPC that 'owns stuff' until I recruit her as companion, then her stuff becomes 'my stuff' as well. I took at a look at how this was setup for Piper. There's a faction DmndPublickOwnerFaction and I copied this setup. I checked her recruitment quest and found the player was added to this faction. So I think I copied this whole setup right, yet.. well read the issues below in more detail:

 

- I have a custom NPC that can be recruited. In her cellar, there are a lot of items.

- I've created a faction called '_ivy_ownership_faction' and have assigned ownership to all of these items by selecting that faction.

- I set the faction to be able to be 'owner'

(This works, the items turn red when I go into her cellar).

 

I have two problems:

1) Ivy does not attack the player when they steal her stuff.

2) Her stuff does not become 'my stuff' once I recruited her.

 

- I have added my NPC to this faction at rank 0.

- When she is recruited I call Game.GetPlayer().AddToFaction(_ivy_ownership_faction)

 

But after that the items stay red.

There is no error in the papyrus log, so the call must be functioning.

 

She does not attack me when I steal her items, this is also an issue I need to solve.

So I added a crime faction to her that tracks crime. But when I checked the 'Use Info' for the DmndPublickOwnerFaction I saw it was only being called in her recruitment quest, it's not some sub-child of another crime faction.

 

So at this point I'm a bit lost... Any tips for both problems will be greatly appreciated!

 

(SOLVED> This solution was correct all along. But I had an ESP overriding the NPC I was working, overriding my work.)

Edited by Reginald001
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1st problem solved. I had the 'AddToFaction' after a loop call, so it never ran. Items now belong to the player after recruitment.

I still can't get her to attack the player though when they steal.. must have something to do with the crime factions.. or perhaps the follower script vars..?

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I seem to remember this from a while back getting companions to steal and murder. If Piper is in DiamondCity crime grab something when she is a companion and just after dismiss I think that being a companion over-rides most faction crime alarms.

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I seem to remember this from a while back getting companions to steal and murder. If Piper is in DiamondCity crime grab something when she is a companion and just after dismiss I think that being a companion over-rides most faction crime alarms.

Yes I figured something like that too, but she is not a companion yet at that time. (Hence why she should attack when the player steals).

I'm looking into the follower/companion script. I think I'm missing an event property there or something.

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Ok so I am a complete fool. You helped me a lot, thanks.

 

1) She was set to 'no crime'.

2) I had created an ESP overriding some of her facial/hair features a long time and it was still active.. blocking any effin changes I made to the ESM base mod.

 

Uhmm.. yes.. so I think I can handle it from here, withdrawing in shame now.. thank you. :)

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