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Changing PC's reputation with a faction through DebugMode?


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5 réponses à ce sujet

#1
Radkar

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I'm currently playing a module which is bugged - I once killed a mummy who had a Defender faction, setting all Defenders hostile (including all the guards, authorities and quite a few questgivers). To fix the situation, I used dm_setfaction on them, but I had to use it on each NPC and its effect is gone after save/load. There are several commands to set faction's relations but I was unable to use them properly. Are there any other ways? I could just use Toolset, but after that I'd have to begin anew.

#2
HipMaestro

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Jot down your current XP & GP, remove all your equipment to inventory (makes it faster) and then go find some nasty to kill your toon.

Afterwards, use "respawn" option instead of reload save.  

All factions should have been reset back to their original state after the respawn occurs.

I believe this is hardcoded scripting, though i could be wrong.  In any case, it works for all the Bioware modules.  I've used it occasionally when I accidentally killed a rat and then my party went hostile on me.  Also, sometimes the merchants will go hostile.  Same deal there.  Suicide fixes it.

Then you may need the console to adjust your XP & GP depending on what diff setting you are using.

#3
WhiZard

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Not hardcoded, it is found within "nw_o0_death" (the On-death module event for a player character). If the reputation is 10 or less (hostile range) with any standard faction, it is then set to 80 (within the neutral range).

#4
HipMaestro

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WhiZard wrote...z
Not hardcoded, it is found within "nw_o0_death" (the On-death module event for a player character). If the reputation is 10 or less (hostile range) with any standard faction, it is then set to 80 (within the neutral range).

Ahhh...  thanks, WhiZard!  Never knew that.  Good to know.   Is this script where a variable is set to trigger the unique convo response by the temple priest where the respawn occurs?   I examined the death script but TBH I couldn't find any such variable. Just curious.

Just for argument's sake, what sort of accommodations would cause a module designer to change the default respawn consequences?  Again, just curious.  Can't think of any myself atm.

#5
WhiZard

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Respawning is handled by the OnPlayerRespawn module event (default script is "nw_o0_respawn").

#6
Radkar

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Thanks for the help, fellows! I owe you a lot! :)