Stop guards from attacking followers...

Post » Sun Nov 18, 2012 7:25 am

I've been working on a companions mod of sorts, and I am trying to prevent guards from attacking them..

I have tried using RemoveFromAllFactions, SetRelationshipRank(Game.GetPlayer(), 3), even making them a team mate of the player. I also have tried adding them to an alias of a quest that assigns them to the player's various factions, and gives them a "must complete" package to follow the player.

This all works fine. They follow and fight for the player as would be expected. The trouble is, when I enter a city guards immediately attack them on sight.

I have been able to determine by using a non-combat combat override in the alias that it is the guards initiating combat, not the follower. I can only assume, since I've removed them from all factions, that it must be something about the keywords on the original actor being hard-coded to be hostile.

So, right now I am testing that, but I just thought I would ask, is there any way to override this without reverting to the cumbersome method of adding separate races and duplicate actors?

Is there a keyword I can add to them that will override the creature or predator keywords or whatever might be causing guards to go berserk?
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James Potter
 
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Post » Sun Nov 18, 2012 9:15 pm

Nevermind, I think it was that I accidentally added them to the player werewolf faction.
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scorpion972
 
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