Guest ffabris Posted August 15, 2016 Posted August 15, 2016 ffabris - thanks for the update. My pleasure. :-) I suppose this means One With Nature isn't needed anymore, though I'm not sure about whether running one larger or two small enough mods is better. Usually one is tighter, so thanks for this. Well, I added them so I could remove OWN from my load. However, the way OWN does it is much cleaner. One downside to that method though, is that it only handles vanilla NPCs. Anything added by mods won't be affected by it. My way is brute force, but handles all members of the respective factions. Also, Manipulator doesn't use spells for this, so it is more light-weight.
Vykroft Posted August 15, 2016 Posted August 15, 2016 Change: Major overhaul to the MCM script, since I hit a "wall": more states than CK can handle. As a result, it is possible that stuff that worked before, now is broken. I did test, but I cannot guarantee that everything is perfect. mmm thats means exactly what kind of stuff? Thanks for the update by the way...
Grey Cloud Posted August 15, 2016 Posted August 15, 2016 ffabris, Thanks for the latest version (and still only 3.x MiB). Have you done something to the Courier? In all my previous playthroughs I have had the same courier but in this one I have met two or possibly three different guys. Not a problem, just one of those weird things.
Guest ffabris Posted August 15, 2016 Posted August 15, 2016 Change: Major overhaul to the MCM script, since I hit a "wall": more states than CK can handle. As a result, it is possible that stuff that worked before, now is broken. I did test, but I cannot guarantee that everything is perfect. mmm thats means exactly what kind of stuff? Thanks for the update by the way... The change is all internal, not something you would see. But it is pretty massive so mistakes are always possible. :-| ffabris, Thanks for the latest version (and still only 3.x MiB). Have you done something to the Courier? In all my previous playthroughs I have had the same courier but in this one I have met two or possibly three different guys. Not a problem, just one of those weird things. Nope, not touched the courier aside for allowing the possibility to strip him. Not that the vanilla game will change his clothes at random, which can make it seem that there are several of them.
Guest Posted August 16, 2016 Posted August 16, 2016 ffabris - latest few versions have some kind of "conflict" with PJ mod (bandits and forsworms settings). It looks like that Manipulator's settings is "taking over" and "disables" setting in PJ after reloading the game. I always have to disable bandits and forsworms in PJ and then re-enable it after loading the game. Otherwise both factions attacking me if not having them enabled in Manipulator. The reason why I do not enable these two factions in Manipulator is because of potential conflict with other factions from the menu.
Slammer64 Posted August 16, 2016 Posted August 16, 2016 ffabris, I'm in a new playthrough, I'm using Better Vampires and it has a status page that gives you results of various factions, i.e. whether they hate you or not and I noticed something...off. With the latest version of Manipulator I'm automatically the enemy of the Vigilants and the Vampire Lords, when I disable it, it goes back to where it should be, is your mod altering something somewhere with them, I know about the friendly factions, but I haven't used it yet.
Guest ffabris Posted August 16, 2016 Posted August 16, 2016 ffabris - latest few versions have some kind of "conflict" with PJ mod (bandits and forsworms settings). It looks like that Manipulator's settings is "taking over" and "disables" setting in PJ after reloading the game. I always have to disable bandits and forsworms in PJ and then re-enable it after loading the game. Otherwise both factions attacking me if not having them enabled in Manipulator. The reason why I do not enable these two factions in Manipulator is because of potential conflict with other factions from the menu. ffabris, I'm in a new playthrough, I'm using Better Vampires and it has a status page that gives you results of various factions, i.e. whether they hate you or not and I noticed something...off. With the latest version of Manipulator I'm automatically the enemy of the Vigilants and the Vampire Lords, when I disable it, it goes back to where it should be, is your mod altering something somewhere with them, I know about the friendly factions, but I haven't used it yet. Gah... maybe I know what the issue is ... will poke at it later.
Guest ffabris Posted August 16, 2016 Posted August 16, 2016 OK... here's the problem. On game start/load, factions are set - or cleared - based on what's in the JSON file. (This is done on game load in case you make changes to the factions, then revert to an older save; the changes will be applied). I see two ways out of this: Stop loading faction info automatically and have it instead be a manual option, much like NPC/harem data is now. Don't save the faction info at all - meaning that you will have to set it manually on each new game (or loading older saves). I tend to prefer the first option - unless someone has a good reason to not save the data at all.
Slammer64 Posted August 16, 2016 Posted August 16, 2016 Well, another thing, the Vampire Lords and Vigilants factions are built in such a way, that if you are in the faction, you're either enemy or ally, no in-between, only if you aren't in them at all are you neutral.
Guest ffabris Posted August 16, 2016 Posted August 16, 2016 Well, another thing, the Vampire Lords and Vigilants factions are built in such a way, that if you are in the faction, you're either enemy or ally, no in-between, only if you aren't in them at all are you neutral. Correct.
Guest ffabris Posted August 16, 2016 Posted August 16, 2016 So, one option to add to deal with the faction issues: Stop loading faction info automatically and have it instead be a manual option, much like NPC/harem data is now. Don't save the faction info at all - meaning that you will have to set it manually on each new game (or loading older saves). Remove the faction part entirely.
PervyPotter Posted August 16, 2016 Posted August 16, 2016 Manual is ok, I must admit I was a bit surprised when I started a new game, installed the latest version and was attacked by that bloody Vigilant in Markarth as soon as I arrived in the city...
Guest ffabris Posted August 16, 2016 Posted August 16, 2016 Manual is ok, I must admit I was a bit surprised when I started a new game, installed the latest version and was attacked by that bloody Vigilant in Markarth as soon as I arrived in the city... Testing Manual now.... once done, I'll post an update,
Guest ffabris Posted August 16, 2016 Posted August 16, 2016 5.1 is up ... Fix: (Minor) Some options on the Hacks panel said "Increment"; changed to "Maximize". Fix: (Major) Friend factions are no longer loaded automatically on a new game or game reload. They must now be loaded manually. Furthermore, the info on the panel won't be available until you do load the data.
Grey Cloud Posted August 16, 2016 Posted August 16, 2016 5.1 is up ... Fix: (Minor) Some options on the Hacks panel said "Increment"; changed to "Maximize". Fix: (Major) Friend factions are no longer loaded automatically on a new game or game reload. They must now be loaded manually. Furthermore, the info on the panel won't be available until you do load the data. Probably me being a bit slow on the uptake here but I don't understand what you mean by 'load the data'. On the plus side, I'm not having any problems with unwanted hostility etc. P.S. Definitely different courier from the regular guy and definitely more than one involved in this playthrough. Maybe the company expanded?
Guest ffabris Posted August 16, 2016 Posted August 16, 2016 Probably me being a bit slow on the uptake here but I don't understand what you mean by 'load the data'. Info & Data Laod panel -> load factions On the plus side, I'm not having any problems with unwanted hostility etc. \o/ P.S. Definitely different courier from the regular guy and definitely more than one involved in this playthrough. Maybe the company expanded? You're right... I stand corrected... per this page. Hum... odd that there are several base actors, but only one placed. I guess the others are placed "on demand". OK, so the one I am modifying is one of the two nords, the only one that always exists in the game. I see that two of the others can be found along roads (imperial, woodelf, plus the nord). One is quest-specific (Arniel's Endeavor). Added: the only permanently in-game courier normally "lives" in WICourierCell, if interested, along with another one that's never used at all: DBCourierUrchin - marked disabled, so he won't be visible if you go look. Many thanks ffabris. Welcome! I hope this deals with all the issues. The factions thing is more complex than I had expected... I didn't think through all the possible scenarios.
harlequin1229 Posted August 17, 2016 Posted August 17, 2016 I am still getting attacked by the Vigilants. I've deleted the json file and let it create a new one and got the same results. Is there a way to find out what factions got tagged to my character? I couldn't find a console command to get factions, and if I could find out I could remove myself from them.
Guest ffabris Posted August 17, 2016 Posted August 17, 2016 Enable them all in MCM, then disable them all. That will force a toggle, in case the saved faction membership is out of sych with the JSON file - which is entirely possible if you updated without having toggled all off first ... one of the many complications which I didn't forsee. The MCM shows the setting saved in the JSON; it doesn't show what your current membership in the faction is. I could switch it to show faction membership instead, but that would just create different problems, since the saved data would then very easily be different from your faction membership. In other words, regardless of which route I take, I can't "win". The only way out is to go the long and complex route that One With Nature took ... which I am simply not doing for all these factions since it is a colossal amount of work. OWN creates parallel factions, basically copies of all the vanilla ones, and then deals with those (3 copies, actually, to handle vanilla, friend, ally). That leaves vanilla interactions of the sort that are an issue here, untouched. It implies manually adding all the NPCs to all these copies of the factions, since CK doesn't add the NPCs when you copy a faction; it creates it empty. Another option is to not add player to factions, but instead cast a calm spell ... which is hairy as well since it would have to affect only NPCs in the factions selected in the MCM. OR ... I could just rip the whole thing out. LOL! But to answer your question directly, in console, player.getfactionrank xxxxxx, where xxxxxx is the ID of the faction. And you can get those starting here. The function will return 0 or greater if you're a member, -1 if you're not.
harlequin1229 Posted August 17, 2016 Posted August 17, 2016 Was hoping for a nice quick getfaction command that I'd missed, should have known better LOL. I'll try your first suggestion first. I've never used the faction tab in any game, vigilants just started attacking in a new game after installed v5. If that doesn't work I'll go through the factions one by one. I appreciate your help.
Guest ffabris Posted August 17, 2016 Posted August 17, 2016 Vigilants are a problem... disabling them sets them to enemy. :-| That's one reason why auto-loading factions on game load/reload was a bad idea. This.... player.addtofaction 000B3292 -1 ... will remove yourself from Vigilants faction. Hum, I may have to treat vigilants as a special case when disabling.
Guest ffabris Posted August 17, 2016 Posted August 17, 2016 Bleah - you'll also need: setenemy 00000DB1 000B3292 1 1 setenemy 0005C84E 000B3292 1 1 setreaction 00000DB1 000B3292 0 setreaction 0005C84E 000B3292 0 setenemy 00000DB1 00024029 1 1 setenemy 0005C84E 00024029 1 1 setreaction 00000DB1 00024029 0 setreaction 0005C84E 00024029 0 That deals with how factions react to one another. 1 for setenemy means neutral, per this. I'll push out a fix shortly.
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