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[SKY][SOLVED]NPC reacts on mannequin


Torja
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NPC from my mod reacts on mannequin in player's house. He tries to drive away the mannequin from the house, and it's unable to wait and rest in this location after that (like the message to leave was adressed to the player).

How can I get rid of this trouble? I need your help.

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I don't use mods. Only some texture replacers.

About my mod: it adds new non-playable race (because of one NPC follower only) and a small quest.  The NPC main location is player's house with that mannequin. The NPC doesn't attack it, he just looks at it with rage and asks him to leave the place :)

That should be even funny if wouldn't be that bad.

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As a part of the quest my NPC belongs to the next factions:

DarkBrotherhoodFaction (Rank 0)

PotentialFollowerFaction (Rank 0)

Potential MarriageFaction (Rank 0)

CurrentFollowerFaction (Rank -1)

 

My NPC was not always belong to this new race. When he had the original vanilla race there was no such problem.

 

Actually, the location is Dark Brotherhood Dawnstar Sanctuary after main Dark Brotherhood quest, so it might be used as a player's home.

Edited by Torja
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The AI packages on the NPC, they can be 'checked' to enforce 'merchant rules' (get out of here after closing).

 

But, mannequins should be ignored. I am guessing you have mannequin changes and don't know it.

Or your NPC is aggressive to the dunPrisonerFaction which is on the mannequins (but I doubt this).

The script on the mannequins also disable the AI, unless that was changed. Having no AI should keep it from becoming a target for an NPC's taunts.

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