A Forsworn start is on the todo list. Though I'm suspecting that will suffer the same problem the bandit and vampire starts are suffering. Attacking members of those factions while the player is a member does nothing to anger other members who aren't actively fighting you. I need to find some way to detect when the player attacks someone in one of these factions and then removes them. The normal hostility reactions are not working to do this on their own.
Long term, this isn't going to be able to stand anyway. I'm going to need to take the player out of these factions upon leaving the areas anyway or it becomes far too easy to loot every last vampire/bandit cave in the whole world. Bandits and vampires don't strike me as the type to have province wide loyalty and friendship to complete strangers in their lairs.
Sadly, there's no way to actually deal with that, but I myself have been using the mod and I've not really found anything wrong with taking little stuff here or there, mostly health potions and such, but to be honest, the game limits whats available anyways by level, so what you're getting really isn't going to be great, plus if you're disliked by towns, who you going to sell the stuff to anyways?
That's not really the issue. I could modify the trigger box code I just wrote to put you back into the appropriate faction upon returning to the area but that doesn't help with someone deliberately massacring the population by exploiting the game's refusal to turn them hostile toward you if you attack.
Well, from what I've seen, the ally means don't attack an ally (although I've been attacked or angered by followers I've accidentally hit during combat). My only thought there would be to sound the assault alarm on a hit or two. Besides, if you're part of their community, why not use and take the stuff thats there? I can't see it as a lore break, more of a lore positive, if people run around being wrong and murdering their kin, why should this mod suffer for that cheating behavior?
GuruSR.