Trespass Warning - Possible Bug?

Post » Thu Jan 24, 2013 5:28 am

Just trying to get to the bottom of an issue that quite a few players who have played Wyrmstooth have reported.

During the quest, the player is added to the Red Wave faction using the following code:

;Add player to the Red Wave factionGame.GetPlayer().AddToFaction(RedWaveFaction)Game.GetPlayer().SetFactionRank(RedWaveFaction, 0)

RedWaveFaction variable set to: SolitudeRedWaveFaction (00085DBF)

The issue never seems to occur when travelling to Wyrmstooth for the first time. However, upon returning to the Red Wave to travel back to Solitude (handled by a simple door switch in the Red Wave interior using a script on the bed to switch the doors) an NPC may tell the player to 'Get out.' Other NPC's native to the Red Wave seem perfectly fine with the player's presence.

The player can take objects from the Red Wave without it being considered theft, so I'm struggling to understand why a trespass warning is being triggered. While the NPC's are members of the ShipsRedWaveFaction, the actual cell owner faction is the SolitudeRedWaveFaction.

The NPC that typically seems to trigger the trespass is Xander however his faction membership is identical to everyone else. Does the player need to be added to the ShipsRedWaveFaction as well? Previously I tried adding the player solely to the ShipsRedWaveFaction however as the cell owner is the SolitudeRedWaveFaction this triggered an immediate trespass warning.

Also is there any particular reason why Bethesda use two RedWave factions?
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sarah simon-rogaume
 
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