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?