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SnowPyr
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Odirniran: Hlaalu faction killing one another

Here's an example of a location where the inhabitants are supposed to all be the same faction, but kill one another as soon as you enter the cell.

Upon entering Odirniran [CELL:014802C8] (as a member of House Hlaalu for the Telvanni at Odirniran quest), Haleneri Salor [ACHR:01813E5C/NPC_:0126016F] and Valyne Vedaren [ACHR:01813E5B/NPC_:0126016E] immediately attack Remasa Othril [ACHR:01813E5A/NPC_:0126016C]. 

I used the "stopcombat" command on all 3, but then they immediately turned to attack me (I'm supposed to talk to Remasa Othril for the quest). I used "stop combat" and "moddisposition 14 100" to make them stop attacking me, and then they went back to attacking one another (eye-roll emoji). I finally resorted to a script to stop all the shenanigans (see below).

Edited by: SnowPyr on 11/18/2019 - 10:43
SnowPyr
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After rescuing Vedelea Othril

After rescuing Vedelea Othril [ACHR:0181B890/NPC_:01260170] from OdirniranVSTower "Odirniran, Tower" [CELL:014802C9] and leading her back to her sister, she is immediately attacked by Haleneri Salor [ACHR:01813E5C/NPC_:0126016F]. So I extended my script:

; Remasa Othril  [ACHR:01813E5A/NPC_:0126016C]
"01813E5A".stopcombat
"01813E5A".setav 33 10 ; Aggression
"01813E5A".moddisposition player 100
"01813E5A".moddisposition 01813E5C 100
"01813E5A".moddisposition 01813E5B 100
"01813E5A".moddisposition 0181B890 100
; Haleneri Salor [ACHR:01813E5C/NPC_:0126016F]
"01813E5C".stopcombat
"01813E5C".setav 33 10 ; Aggression
"01813E5C".moddisposition player 100
"01813E5C".moddisposition 01813E5A 100
"01813E5C".moddisposition 01813E5B 100
"01813E5C".moddisposition 0181B890 100
; Valyne Vedaren [ACHR:01813E5B/NPC_:0126016E]
"01813E5B".stopcombat
"01813E5B".setav 33 10 ; Aggression
"01813E5B".moddisposition player 100
"01813E5B".moddisposition 01813E5C 100
"01813E5B".moddisposition 01813E5A 100
"01813E5B".moddisposition 0181B890 100
; Vedelea Othril [ACHR:0181B890/NPC_:01260170]
"0181B890".stopcombat
"0181B890".setav 33 10 ; Aggression
"0181B890".moddisposition player 100
"0181B890".moddisposition 01813E5A 100
"0181B890".moddisposition 01813E5B 100
"0181B890".moddisposition 01813E5C 100

ponyrider0
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Thanks very much for the

Thanks very much for the detailed report -- it was very convenient to quickly find the relevant records.  You are correct, this is a faction/disposition issue.  The true fix will be to add an additional faction so that they don't attack each other, but still remain very hostile (original Morrowind Fight = 90) towards the player, unless the player has high Personallity/Disposition towards them.

For future reference, you don't need to go through the trouble of posting your in-game scripted command fixes, since these would not be usable for creating a patch.... unless you are wanting to make a hotfix script for people with existing savegames.

SnowPyr
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Why should they attack the

Why should they attack the player if s/he's from House Hlaalu to offer aid? (I included the script in case someone could use it as a work around for this, or similar issues elsewhere.)

ponyrider0
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SnowPyr wrote:

SnowPyr wrote:

Why should they attack the player if s/he's from House Hlaalu to offer aid? ...

Because, just as with many other adventures in Morrowind, not everything is simple black-and-white.  In addition to the strict Hlaalu perspective that your character took, there are many other scenarios that can happen:

  1. The player could be on the opposing Telvanni questline to help the mage defend against the Hlaalu assassins.
  2. Or, the player could be a member of both House Telvanni and House Hlaalu.  In the original Morrowind scripts, if the player holds any rank in House Telvanni, then the Hlaalu assassins will be hostile (Fight=90) towards the player even if the player is there by order of House Hlaalu.
  3. Or, the player may just be in the wrong place at the wrong time: even if they are in House Hlaalu, if they stumble upon the assassination of the Telvanni mage without the proper Hlaalu quest started, then Hlaalu assassins will be hostile towards them and perhaps decide to eliminate all witnesses.

As I've said previously, this is what I like about Morrowind: what would be a simple quest in other RPGs, is an action with lasting consequences and repercussions in Morrowind.  Simplifying a quest behavior that appears to be a bug can potentially turn a complex life-simulator/sandbox into a "theme park" RPG where all the quests are independent experiences with no lasting impact on any other quests, and all the Quest NPCs are just there to be killed or saved and immediately vanish once the quest is completed.