look for a file named repute.FAC in your haks, override or the like, that would hide your factions ( that should be in your module and is where the relationships are stored. Long shot but one of kaedrins releases had that in a hak and it messed things up. This file can be copied from module to module - perhaps it's corrupt somehow.
Creature blueprints might need to be fixed if you remove the file, or decrease the number of factions - things can end up acting wonky if a creature has a faction that no longer exists. Don't remember it being pretty when it's removed.
Kaldor, if you are in single player individual reputations is just not needed, it's only going to affect MP or PW play with more than one party, hence it's generally not a problem in any module with a single party. It allows each player to have a separate relationship, without it if 2 players are on even in different parties and one of them attacks a factions, that faction will be hostile to both players. If those 2 players are in the same party no one is going to notice really.
I would take a look at the scripts, sure it's 50+, a needle in a haystack but sometimes you just got to roll up your sleeves and try to find it, especially if you start with ones attached to your modules or creatures events. While you are looking you probably will be able to clean things up -- usually cleaning house and organizing your haks, files, override or whatever will solve many issues and when you are done it's just easier to manage and find things. Search for functions related to reputation using a text editor which can search multiple files quickly, or just trace out the events on the creatures in question - i included functions which might be related to what is going on.
void [b]ClearPersonalReputation[/b] (object oTarget, object oSource=OBJECT_SELF)
Clear all personal feelings that oSource has about oTarget.
void [b]SetIsTemporaryFriend[/b] (object oTarget, object oSource=OBJECT_SELF, int bDecays=FALSE, float fDurationInSeconds=180.0f)
Make oSource into a temporary friend of oTarget using personal reputation.
void [b]SetIsTemporaryEnemy[/b] (object oTarget, object oSource=OBJECT_SELF, int bDecays=FALSE, float fDurationInSeconds=180.0f)
Make oSource into a temporary enemy of oTarget using personal reputation.
void [b]SetIsTemporaryNeutral[/b] (object oTarget, object oSource=OBJECT_SELF, int bDecays=FALSE, float fDurationInSeconds=180.0f)
Causes an creature to consider another creature neutral indefintely or for a fixed time.
void [b]ChangeToStandardFaction[/b] (object oCreatureToChange, int nStandardFaction)
Make oCreatureToChange join one of the standard factions.
void [b]SetStandardFactionReputation[/b] (int nStandardFaction, int nNewReputation, object oCreature=OBJECT_SELF)
Set how nStandardFaction feels about oCreature.
int [b]GetStandardFactionReputation[/b] (int nStandardFaction, object oCreature=OBJECT_SELF)
Find out how nStandardFaction feels about oCreature.
void [b]AdjustReputation[/b] (object oTarget, object oSourceFactionMember, int nAdjustment)
Adjust how oSourceFactionMember's faction feels about oTarget by the specified amount.
Modifié par painofdungeoneternal, 11 mars 2012 - 06:57 .