Currently I have deployed a trigger script that will remove the player from the faction upon leaving friendly territory, and puts them back upon returning. That appears to work too.
What I'm stumped on though is how to get the player removed from one of these factions should they choose to go ballistic and start killing members of it before they've left the area. Right now, someone can abuse this with impunity and kill each NPC/Creature one by one until they're all dead and none of the others will do anything about it. I think it's because BanditFaction and VampireFaction are evil and attacking evils has no mechanism for dealing with the player being a member.
All I need to be able to do is check generically for attacks on one of these factions while also within certain cells, then boot the player, and set a variable elsewhere to prevent my trigger boxes from adding you back in if you went hostile.
